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Game Credits


Film Credits

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Process

This is an overview of my tool development process.

Process Diagram

Animation Renderer Tool - Apex Legends

Maya PyQt

Lorem Ipsum tool blah blah blah... This is a description of the tool and its features. You can customize the text content here to describe your tool's functionality, key features, and the problems it solves.

Add more paragraphs as needed to fully explain your tool's capabilities and impact.

Tool Screenshot

Tech Art Telemetry

Python Open Telemetry Linux

Telemetry using SigNoz on my Linux Ubuntu server.

Telemetry logs traces for errors that artists run into, enabling tech artists to directly support artists.

Telemetry gathers data on performance of tools, usage count, unique users, and more, allowing you to make informed decisions about the pipeline.

Tool Screenshot

Animation Exporter Tool

Maya Blender PyQt

Problem:
Animators work in Maya, while shots are rendered out in Blender, so a smooth export/import process was critical to our pipeline.

Tool Screenshot

Pain Points:
- Exporting animations was a LONG and tedious process
- Complex naming conventions and scattered directories
- Animators exported often due to constant iteration

Solution:
Automate the process into one click. This process saves storage, as all cache, usd, and intermediary maya files are now saved and deleted in the user's temp directory.

Tool Screenshot

See Source Code on GitHub


Rig References & Rig Manager Tools

Pain Points:
- Animation exporter tool required references to have specific namespaces
- Users had to manually select the deforming geometry before exporting
- Animation exporter tool could not export multiple rigs at once

Solution:
By creating rig presets, users could easily define defomring geometry per rig.

By using the reference rigs tool, references are created in a way that is compatible with the animation exporter tool, enabling the user to export multiple rigs at once.


Unity & Blender Import Export Pipeline

Unity Blender PyQt

Problem:
Artists export assets with incorrect settings, resulting in back and forth communication during implementation, and in redoing of assets.

Solution:
Export Manager and Asset Post Processor that manages the flow of assets. It is multi-purpose, artists can export models, rigs, and animations.

The Export Manager in Blender simplifies the process of exporting assets. It solves all the pain points mentioned above, batch exporting assets into the project, applying the correct settings and embedding textures.

The Asset Post Processor in Unity takes it further. It automatically sets up prefabs for models, plugs in textures into our game's custom shader, and sets up avatars for rigs and animations.

Tool Screenshot

See Source Code on GitHub


Set References & Set Manager Tools

Problem:
Navigating complex folder structure to find maya files to reference is tedious.

Solution:
Simple interface for managing set references and set presets.

PCG Reel

Roller Coaster

This is an overview of my tool development process.

Process Diagram

Creeping Corruption

Blender Python

Lorem Ipsum tool blah blah blah... This is a description of the tool and its features. You can customize the text content here to describe your tool's functionality, key features, and the problems it solves.

Add more paragraphs as needed to fully explain your tool's capabilities and impact.

Tool Screenshot

Rigging Reel

Graphics Reel

Gameplay Reel

I co-founded Turtle Tech Art!

A tech art community, where our goal is to bring all tech artists together, break down barriers in tech art careers, and expand education for tech art.

Founded in October 2024, the community has grown to 400+ members. During GDC 2025, we hosted a meetup that brought in 100+ tech artists.

Currently, the Turtle Tech Art team and I are building out learning paths to create more accessible tech art learning resources

https://turtletech.art/
Turtle Tech Art Group Photo