Unreal Technical Director - Twisted Mountain Animation Inc. - Vancouver, BC
(2023-10 - 2026-09)
- Built NPC and Behavior Tree gameplay systems in Unreal Blueprint for an interactive experience that hit 130M+ views, prototyping and shipping features from concept to final build. Partnered daily with design and engineering to validate technical feasibility before committing to implementation.
- Prototyped a client's full gameplay loop solo in Blueprint — AI, combat, and UI — rebuilding it in Unreal to match a live game 1:1. Bridged design intent and engineering constraints, owning technical feasibility end-to-end.
- Built reusable Blueprint templates that powered 50+ production videos, cutting iteration time and hitting every deadline. Worked directly with a creative team, turning direction into working systems without engineering bottlenecks.
- Built 30+ Unreal Editor tools that gave designers faster iteration cycles, automating QA and killing manual checklists studio-wide. Adopted as standard procedure across every production team.
- Served as first point of contact between design and engineering, resolving technical blockers across animation, modeling, and gameplay teams. Mentored teammates on Blueprint workflows, raising the team's scripting proficiency.
Senior Technical Designer - DNEG / Bunker Digital - Vancouver, BC
(2023-02 - 2023-08)
- Built 15+ Unreal Editor tools in Blueprint that gave artists faster iteration cycles, automating scene validation and killing manual QA. Worked solo as the studio's only technical developer, bridging design needs and engineering constraints for a 10-person art team.
Senior Unreal Engine Developer - Current Studios - Halifax, NS
(2022-07 - 2023-01)
- Architected an automated content pipeline in Blueprint, C++, and Python that generated 5,000+ labeled images per dataset, cutting manual prep work 80%. Built a repeatable, data-driven system adopted directly by ML engineering teams.
- Delivered 2,000+ synthetic images for a national Pepsi AR campaign, designing randomized scene-generation systems in Blueprint. Partnered directly with ML engineers, improving model accuracy 10–15% while cutting real-image needs up to 50%.
Technical Designer / Instructor - Ford Motor Company / Syntronic R&D - Kanata, ON
(2021-10 - 2022-07)
- Designed and led a 6-month Unreal curriculum for 25+ Ford engineers, building hands-on labs that took the team to full production readiness. Bridged HMI design and embedded engineering as the program's sole Unreal expert.
- Built the gear-selector (PRNDL) UI in Blueprint/UMG for the 2024 Lincoln Navigator, shipping in an estimated 15,000+ vehicles. Prototyped and iterated the system directly with UI designers under automotive-grade constraints.
- Optimized cluster UI rendering on constrained embedded hardware, cutting frame time 20–30% on key screens. Partnered across UI design, embedded engineering, and mechanical teams to validate and ship the fix.
Lead Technical Designer - Green Robot Studios - Halifax, NS
(2017-11 - 2021-07)
- Shipped 6 VR games in Unreal Blueprint, designing gameplay systems (combat, interactions, multiplayer) later packaged into reusable frameworks. Bridged creative direction and engineering constraints as the team's sole technical lead.
- Scaled a flagship VR title from 1 to 4 players, re-architecting single-player Blueprint logic for networked multiplayer. Expanded system capacity to support larger museum audiences.
- Promoted to Lead Unreal Developer, mentoring 5 junior developers and setting technical standards across every project. Partnered with the Creative Director on system design, supporting team growth by hiring 3 engineers.