About
A bit about me
I'm a technical artist and procedural tools developer with 5+ years of industry experience, with an earlier background in freelance web development. I started out as a hard-surface artist, then moved into materials and texturing, and later grew into a generalist role focused on asset libraries, infrastructure, and workflow development.
Today, I specialize in procedural generation and have built tools and features for clients including Toyota TRI. I've also served as a product owner on multiple products, where I was responsible for developing several core features.
Outside of work, I experiment with Geometry Nodes and run personal R&D projects. I believe the best tools are the ones that disappear into the workflow — enabling creators to focus on what matters most.

Expertise
Skills & Capabilities
Tools and Pipelines
- Geometry Nodes Tooling
- Pipeline Automation
- Asset Infrastructure
- Workflow Optimization
Product
- Feature Ownership
- Scoping + Prioritization
- Stakeholder Collaboration
- Iteration / Delivery
Development
- Python (Blender API)
- Blender Add-ons & Tools
- Pipeline Automation
- Iteration / Delivery
Design & Branding
- Visual Identity
- UI/UX Principles
- Figma Workflows
- Print & Digital Collateral
Philosophy
How I work
Product-Minded
I think beyond the technical implementation — understanding the why behind each feature to deliver solutions that truly serve the end user.
Procedural First
I default to procedural and parametric approaches, creating systems that are flexible, scalable, and easy to iterate on.
Collaborative
I thrive in cross-functional teams, bridging the gap between artists, engineers, and stakeholders to ship great work.