Demoreel
Selected Work

Impact · Combustion
Meteor
- Responsibilities: Concept → texture (some sourced) → Niagara setup → shaders → implementation
- Techniques: GPU particles, impact decals, flipbooks, heat-distortion materials, sequencer

Player Ultimate Ability · Spellcast
Defensive Shield
- Responsibilities: Concept → texture (some sourced) → Niagara setup → shaders → implementation
- Techniques: GPU particles, shield meshes, flipbooks, ripple/shader materials, sequencer

Channel · Damage
Chaos Beam
- Responsibilities: Concept → texture (some sourced) → Niagara setup → shaders → implementation
- Techniques: GPU particles, beam/trail meshes, flipbooks, distortion materials, dynamic lighting, sequencer

Player Ability · Spell Cast
Blood Curse
- Responsibilities: Concept → texture (some sourced) → Niagara setup → shaders → implementation
- Techniques: GPU particles, decal meshes, flipbooks, blood-magic materials, rim lighting, sequencer
About
REAL-TIME VFX ARTIST · GAME DEVELOPMENT · UNREAL / NIAGARA
Game artist with 16 years of production experience, specializing in real-time VFX for gameplay, combat, abilities, environmental effects and player feedback. Experienced across startup and AAA development, with hands-on Unreal/Niagara, Unity VFX Graph, Blender and proprietary-engine workflows.
Contact
Let's ship something that looks good at full speed.
Based in California — open to remote, hybrid, or relocation for the right project.