Resume
Creative technologist. Seventeen years between art and engineering at Bungie, Sucker Punch, Unity and Meta Reality Labs. Focus: AI systems and tooling.
Core skills
- AI and ML systems
- Local LLM serving (MLX, Qwen3.5), prompt-cache architecture, agent runtimes, capability and tool design for small models, evaluation harness design, knowledge extraction, diffusion pipelines (FLUX, ComfyUI)
- Agent-assisted development
- Claude Code daily; agent pipelines that produce reviewable work; reviewing machine-generated code at scale
- Programming
- C#, Python, C++ (working knowledge)
- Real-time engines
- Unity (C#, scripting, VFX, shaders, tooling, profiling); Unreal (Blueprint, materials, Cascade, animation blueprints)
- DCC and art
- Maya (modeling, UV layout, rigging, cloth and physics simulation), ZBrush, Photoshop, Illustrator, Premiere
- Disciplines
- Technical art direction, VFX, shader and look development, tools and pipeline, optimization; Jira, ShotGrid, Git and GitHub Actions, Miro
Independent work
Jul 2026–present
Mememage
Open source, mememage.art
Creator-owned provenance for generated images.
- Two-pixel bar in the image's own pixels, pointing to a record the creator keeps
- Survives recompression, re-uploads and screenshots
- PyPI and npm, with a Chrome extension and ComfyUI support
- Self-hostable mint server and zero-dependency decoder
- Record signing with key rotation and revocation; encrypted data fields
- Python and JavaScript packages kept in sync by shared tests
Jul 2026–present
Phantom
Personal project, in development
Wireframe dogfight game for the Waveshare ESP32-S3 with a 480×480 AMOLED touch screen.
- Ships, arena, sky, canopy and audio generated at runtime; no texture samples
- Drawn direct to the display over QSPI, 60 fps in combat
- Opponents flown by a trained network and hand-written tactics
- C++ game shared by the PC build and the firmware
- Score Studio: soundtrack editor checked against the board's synthesizer and speaker
Feb 2026–present
Local agent platform
Personal project
Local AI agent on a 16 GB M4 Mac mini.
- Qwen3.5-9B with vision on MLX; FLUX and Qwen-Image for art
- No cloud model in the conversation loop
- Custom runtime and native SwiftUI macOS app
- Model-based request routing, tested by an evaluation harness through the real runtime
- SQLite knowledge graph: learns facts from conversations, asks about uncertain ones, user-correctable
- Multi-user Discord chat with per-person privacy rules, enforced in code and red-teamed
Jan–Feb 2026
Random Thoughts
Personal project
Real-time simulation of a thousand people who live, form relationships, age and die.
- LLM writes their inner thoughts into a shared feed
- Layered prompts: global segments, per-type templates, context from each person's state
- LLM queue across API keys and providers, with rate limiting and a daily budget cap
Experience
May 2024–Jul 2026
Meta Reality Labs
Remote
Creative Technologist, Aug 2025–Jul 2026
- Agent adoption
- Led agentic AI adoption for the art team
- Workshop on agent architecture and LLMs for ambiguous tasks
- Technical point of contact for agent work
- Infrastructure
- Internal agent framework for a non-engineering team, on short-lived instances
- Adopted by 5 to 10 people across the art team and a partner research team
- Evaluation. Generative model output for 3D assets and images, under the GenAI organization.
- Media. Presentation videos, images and decks made with Meta's internal generative AI tools.
Technical Artist, May 2024–Aug 2025
- Avatar lighting. Runtime lighting for Codec Avatars' Gaussian splats: Unity's lighting model emulated in a compute shader, shading from scene lights and surface normals.
- Meta Motivo in XR
- Physics-based ragdoll web demo ported to XR
- Codec Avatars integrated, new control modes added
- Later used by Meta's robotics research
- Prototypes. Proof-of-experience prototypes with the XR People Experience team: VFX look development, XR implementation, wearables demos, Codebook animation retargeting.
- AI tooling. Advised the art team on AI tools and generative AI in production pipelines.
Sep 2020–Apr 2024
Unity Technologies
Bellevue, WA
- Staff Technical Artist, Emerging Technologies, Oct 2023–Apr 2024
- Senior Technical Artist and Technical Art Director, Jan 2022–Oct 2023
- Senior 3D Generalist and Technical Lead, Internal Productions, Sep 2020–Dec 2021
- R&D. Experimental editor features with Emerging Technologies: proofs of concept, feature planning, documentation, validation.
- Clients
- Artist tooling, content pipeline and workflow recommendations for clients worldwide
- Engine and editor bug fixes
- Artist engagement plans with tracked outcomes
- Productions. Technical lead on a sample game from concept to execution, with internal pipeline tools.
Selected projects
- Prehistoric Planet Immersive, Apple Vision Pro
- Technical art director
- Technical-art roadmap, tools, discipline practices, task management, external team support
- Orb, SIGGRAPH 2023
- Senior technical artist
- Procedural head animation for a talking AI character
- Fantasy Kingdom, Unite 2023
- Senior technical artist
- NPC modeling and texturing, VFX for NPC interactions, character customization workflow
- Wonder Woman title, 2022. Title sequence demo: VFX Graph, Shader Graph, Timeline, HDRP Lit materials.
- Kerbal Space Program 2. Performance optimization.
- Gigaya. Unity sample game: technical lead.
- Arkheron. Tools development and workflow optimization.
- Unity Lighthouse. Windows companion app automating lightmap baking for Unity's internal games team.
- Editor tools. Material Browser, Quick Launch, Editor Snapshot.
Feb 2013–Oct 2019
Bungie
Bellevue, WA
- 3D Generalist (Spec Ops)
- VFX Artist
- Technical Designer
- Set pieces. Across the Destiny franchise, placeholder to final: Maya simulation, shader effects, scripting, rigging, runtime animation.
- Raids. Encounters and mechanics co-designed with game designers: King's Fall, Last Wish, Scourge of the Past, Garden of Salvation.
- Tools. Designer-friendly toolkits on in-house tools for rapid prototyping.
- Shipped
- Destiny: base game through Rise of Iron
- Destiny 2: base game through Shadowkeep; consultant on Curse of Osiris
- Credited on eight Destiny releases, 2014–2025 (MobyGames)
Sep 2010–Feb 2013
Sucker Punch Productions
Bellevue, WA
- 3D Environment Artist
- 3D Generalist
- inFAMOUS: Second Son, PS4
- Environment, vehicle and prop fidelity on next-generation hardware
- Gameplay and shader prototypes
- Vehicle pipeline: rigging, modeling, texturing
- inFAMOUS 2 and Festival of Blood, PS3
- Gameplay, cinematic and user-generated-content assets
- Rigging and scripting support for UGC
- Environments for motion-capture cutscenes
Earlier experience
2017–2024
Requiem
Personal project, game director
Twin-stick shooter and new IP, built solo in Unreal 4 with Blueprints.
- Planning, art, design, engineering
- Everything in the trailer made from scratch, including VFX, shaders and animation
- Progression systems and Steam leaderboards
- Shipped to a closed beta on Steam
Jan–May 2010
Bungie, through Xversity
3D artist, CSG. Kirkland, WA
- Halo: Reach multiplayer medals
- Cinematic and in-game assets
- 3D art bug fixing and tracking
Nov 2008–Jan 2010
Ignition Entertainment
Lead and 3D environment artist. Florida
- Managed outsourcing artists
- Environment block-outs, props and decals for an unannounced UE3 first-person shooter (Xbox 360, PS3)
- Real-time destruction prototypes and in-game vignettes
2006–2008
The Art Institute of Portland
Lab technician
Support for Photoshop, Illustrator, Maya and Final Cut Pro.
Education
2004–2008
The Art Institute of Portland
B.S., Game Art and Design.
Other
2022–present
Broadcasting and VTubing
Personal projects, as Catmemes on Twitch, YouTube and Kick
- Export Path Dock: open-source OBS Studio plugin in C++ and Qt
- Machinima season intros for a World of Warcraft guild's raid videos, directed and edited in Premiere Pro
- VTuber avatar: generated illustration, cleaned up by hand, rigged in Live2D
- Avatar driven by webcam, microphone and game controller using VTube Studio
Languages
Fluent in English, Cantonese and Mandarin.
Fan art
Featured in the Blizzard Entertainment Fan Art program.