This showreel highlights a selection of cinematic and real time work I have contributed to throughout my career as an Unreal Engine Generalist and Cinematic Technical Artist. The reel showcases a combination of lighting, environment work, scene assembly, cinematic layout, and technical problem solving within Unreal Engine pipelines.
Over the past five years I have worked across several AAA and high profile projects including Call of Duty Vanguard, Back 4 Blood, Amazon’s New World Aeternum, and multiple unannounced projects with major studios. My work typically sits at the intersection of art and technology, supporting both the visual quality of scenes and the systems that drive real time cinematic production.
My responsibilities across these projects have included scene assembly, lighting, look development, environment set dressing, shader work, cinematic sequencing, pipeline troubleshooting, and final render preparation inside Unreal Engine.
I approach cinematic work with a strong focus on composition, lighting readability, and real time performance, ensuring that environments not only look visually compelling but also remain stable and efficient within production pipelines.
Tools used across these projects include Unreal Engine 4 and 5, Maya, Substance Painter, Quixel, and various proprietary studio pipelines.