I got into texture work for the craft. Turns out the craft goes pretty deep...
10+ years working on real-time environment and texture art for games, VR, and interactive experiences — across PC, Gen-9 consoles, and Nintendo Switch. My focus is on procedural material systems in Substance 3D Designer and multiplatform environment production in UE5. Over the years I've gone deep into pipeline work too — defining texturing pipelines using material layer blending, building custom texture packing workflows (BCR/NMKM) to work around the limits of standard approaches on constrained hardware, and generally trying to raise the quality bar for environment art wherever I could. Currently working as Lead Environment & Texture Artist, keeping production quality consistent across the team and making sure the material pipeline holds up across very different hardware targets. On the side, I lecture in Unreal Engine and Substance 3D Designer at university — good way to stay honest about the basics.
Full portfolio of environment art, procedural materials and real-time renders.
Visit Profile ↗SD Shelf | lod0 Custom Nodes for Substance Designer.
Learn More ↗10+ years of experience in games, VR and interactive real-time production.
Connect ↗Full work history and skills.
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Procedural materials, photogrammetry, trimsheets and custom filters.
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