Houdini Technical Artist at META via Insight Global
Toronto, ON
December 2025 - December 2025
Projects: Horizon
- Prototyped a scalable Universal Tree Tool for META’s Horizon team to assist the scene generation within proprietary engine setup.
- Tested, packaged, and deployed the Leaf Culling Tool for use with Horizon assets.
- Monitored the user feedback and adjusted the UI accordingly.
Creative Project Manager at Heretical Funhouse
Toronto, ON
April 2024 – September 2025
Projects: Mercenary, Gardar Realm
- Directed 2 indie game projects, delivering playable prototypes and securing early funding.
- Implemented procedural + AI-assisted workflows (Midjourney, ChatGPT), producing 300+ concept assets and reducing early-stage iteration time by 25%.
- Managed 3-person art team, improving asset consistency and cross-discipline communication.
- Oversaw multi-platform marketing campaign (Google, Meta, Reddit), reaching 20k+ impressions and expanding early audience engagement.
Technical Artist Project Lead at Google via Cognizant
Toronto, ON | May 2023 – May 2025
Projects: Android XR
- Built a scalable Houdini PDG + OpenUSD material pipeline, processing 10,000+ assets, cutting turnaround time by 35% for ML and XR applications.
- Optimized and delivered 100+ high-fidelity assets for a Digital Human initiative.
- Conducted 30,000+ dataset annotations that directly improved AI model training accuracy.
- Standardized shader workflows and tested AI tool integration, improving prototype iteration speed by 20%.
- Recruited and mentored 3 Technical Artists, reducing onboarding time and improving delivery consistency.
- Acted as primary client liaison, providing milestone reports, technical solutions, and pipeline documentation.
Environments Artist at MARZ VFX
Toronto, ON
August 2021 – March 2023
Projects: Beacon 23, Wednesday, Ms. Marvel, Moon Knight, Pennyworth, The Walking Dead: Dead City, Saving Bikini Bottom, Gaslit, Resort
- Promoted to Lead Environment Artist; managed scene assembly for 10+ productions and supervised 2 artists.
- Developed a procedural Houdini scattering system for large-scale forests and cityscapes, boosting environment build speed by 30%.
- Standardized proxy geometry workflows for the lighting team, creating documentation + 4 training videos, reducing cross-team errors by 40%.
- Built photorealistic hero props and terrains (Houdini heightfields), integrated seamlessly into production pipelines.
- Processed and optimized 15+ third-party assets for real-time scene assembly.
Modeler at Tangent Animation
Winnipeg, MB
January 2021 – August 2021
Projects: Monkey King
- Engineered vegetation generation and scattering tools in Houdini, reducing manual placement time by 50% across 2 major scenes.
- Delivered 3 production-ready stylized environment assets, optimized for pipeline compatibility and smooth rendering.
- Authored 3 Houdini training tutorials, raising the technical skill level of the environment team.
- Diagnosed and resolved critical USD pipeline errors between Blender, Maya, and Houdini, preventing delivery delays and ensuring asset integrity.
Freelance 3D Artist
Toronto, ON
October 2016 – September 2020
- Designed and delivered 7 custom 3D-print assets to meet unique client specifications.
- Produced assets for 2 ad campaigns, delivering models, textures, and renders within tight deadlines.
- Built interactive game levels, integrating art and gameplay to meet client vision.