3D Design & Rendering Artist at Freelance (2022-01 – Present)
- Developed and pitched creative 3D design solutions, translating client concepts and references into polished, presentation-ready visuals.
- Led end-to-end 3D production across modeling, product visualization, texturing, lighting, rendering, and creative direction.
- Produced high-quality photorealistic imagery for medical devices, footwear, technology, and consumer products while maintaining strong attention to detail and client specifications.
Prep/Line Cook at Kokomo (2025-01 – 2026-01)
- Prepared and assembled high-quality plant-based meals in a fast-paced environment while following standardized recipes, portions, and plating specifications.
- Set up and maintained kitchen stations while balancing multiple orders, prep tasks, deliveries, and ingredient organization.
- Collaborated with front-of-house staff to maintain efficient service and a clean, welcoming workplace.
Unreal Engine Generalist -- Contract at BRON Studios (2021-01 – 2022-12)
- Supported end-to-end virtual production workflows, from mocap processing through final lighting, VFX, and rendering in Unreal Engine.
- Edited assets and sequences in real time and ensured visual continuity across Unreal, FX, animation, and art departments.
- Delivered final cinematics for a BRON Digital animated series while resolving technical and production challenges throughout the pipeline.
Baker/Prep Cook at Heirloom Vegetarian (2021-01 – 2021-12)
- Led daily production of baked goods, pastries, wraps, and vegan meals, while maintaining consistency, attention to detail, and visually appealing presentation.
- Prepared fruits, vegetables, and other ingredients for the salad bar using efficient preparation techniques and proper food-handling practices.
- Maintained high standards of quality, freshness, cleanliness, and safety, and supported juice bar operations when baking duties were complete.
3D Asset Artist -- Intern at Project Whitecard Studios (2021-01 – 2021-12)
- Translated real-world vehicle reference into optimized low poly 3D models for an ICBC driving simulation game.
- Collaborated with the art team to maintain visual cohesion while meeting strict deadlines and polygon limitations.
- Processed work through the full pipeline from Maya to Substance Painter to Unity.