Technical art and pipeline development for studios where art and engineering need to talk to each other. Python tools, Maya automation, asset validators, render submission systems - built by someone who has been on both sides.
Why work with me
01
Rare combination of working 3D artist and pipeline developer. Tools get built for the people using them because I have been that person - I know where the friction actually is.
02
10+ years building and maintaining production pipelines across architectural visualization, VFX, and game development contexts. Not theoretical - tested under real production pressure.
03
No lengthy onboarding required. Pipeline tools are built to integrate with your existing software stack, not replace it. From brief to deployed tool in days, not months.
A selection of relevant work from 10+ years of practice.
Architectural Viz Pipeline
Built batch render submission, asset validation, and project management tools for an architectural visualization workflow. Reduced manual processing time by over 60% on repeating project types.
VFX Studio Pipeline
Developed a suite of Maya Python tools for a VFX production: automated scene cleanup, LOD generation, and render layer management. Integrated with Deadline render farm.
A technical artist sits between the art team and the engineering or pipeline team. They write tools that make artists faster, fix the problems that block production, and ensure assets move cleanly between software. Think of it as a translator between the creative and technical sides of a studio.
Both. Most engagements start by auditing the existing workflow to find the highest-friction points, then building targeted tools to address them. A full pipeline rebuild is sometimes the right answer but rarely the first step.
Primarily Maya, but also Blender, Houdini, Unreal Engine, and Deadline render farm. I can also build standalone Python applications and web-based tools that sit alongside your existing software.
Describe the bottleneck and I will tell you whether a targeted tool can fix it and how long it would take to build.
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