About
Art problems, technical answers
I'm a third-year Game Design student at Sheridan College, focused on rendering, lighting and optimization. My favourite problems are art problems solved with a technical decision. Like a shared material so thousands of objects can instance, a probe volume sized to the playable area, a wall cut into pieces so the camera can cull it.
On teams I handle the systems and fix bugs fast so nobody else gets blocked. At Sheridan's Design Week, where teams of about five build a full game in a week, I delivered every feature I committed to.
Outside school I set up a dual-boot PC with a headless Ubuntu Server partition for running open-source AI models locally, and I'm curious how tools like ComfyUI and 2D-to-3D generation could speed up artist workflows. Next on my list: Python for Maya tooling, and C++. None of my projects used AI, however I am open to using it and understand the basics of prompt engineering.
I grew up on shooters and exploration games: Titanfall 2, Rainbow Six Siege, Subnautica, No Man's Sky. Away from the screen it's airsoft, rock climbing and the Ontario car scene.