3D Character Artist at Freelance (2025-02 – Present)
- Created game and animation ready character assets for indie and contract-based projects using ZBrush, Blender, Substance Painter, Unreal Engine, and Marvelous Designer
- Worked across the full character pipeline including sculpting, retopology, UVs, texturing, shading, and engine integration to ensure assets look or feel like the concepts.
- Collaborated with clients and teams to iterate on assets based on artistic and technical feedback while also developing documentation to help maintain cohesive production workflows
QA Engineer II - Look Dev (Contract via Aditi Consulting) at Meta (2025-04 – 2026-02)
- Led look development for real-time digital humans, refining skin, eye, makeup and hair shaders in Blender to maintain consistent character quality and realism within a highly procedural pipeline
- Wrapped and processed 300+ character identities to a shared topology using Wrap3D and Python tools for a scalable modular pipeline
- Worked closely with animation and tech art to improve character deformation, hand interaction, and real-time presentation across different lighting setups
- Review renders, checking quality consistency and notating in documentation
- Helped onboard and support new artists joining the team
3D Artist - Digital Humans (Contract via Russel Tobin) at Meta (2022-04 – 2024-04)
- Created photoreal digital humans for Meta and Oculus platforms, including Codec Avatars, with a focus on modeling, texturing, shading, and grooming for real-time use
- Create Python scripts to setup procedural shader nodes at render time
- Built Python tools and scripts to automate repetitive tasks, saving over 20 hours of manual production work each week
- Work with Outsourcing departments to obtain hair grooms and check quality then build a Blender script to convert the hair grooms to usable library for the avatars
- Refine HDA tooling in Houdini to ensure outputs fit our specs
- Wrote documentation and onboarding materials to help support workflow consistency and train new team members
3D Digital Body Artist at Gerber Tech. (2016-11 – 2022-04)
- Built parametric digital body models for real-time garment visualization
- Created and simulated 100+ garment assets for interactive AR and web applications
3D Anatomy Technician at Anatomage (2014-08 – 2016-11)
- Modeled, UV’d, and textured anatomically accurate 3D assets derived from CT and scan data, collaborating closely with engineers and scientific advisors