Co-built the environment production pipeline and core project repository from the ground up alongside Senior Artist Devin Hipp, creating the vast majority of scene assets, materials, and world-building elements for the D&D Virtual Tabletop in Unreal Engine 5.
Key Contributions:
Pipeline & Core Architecture: Architected foundational environment workflows from scratch, developing custom master shaders, dynamic lighting setups, landscape materials, and complex foliage systems.
Underbarrow Dungeon Lifecycle: Executed full end-to-end environment ownership from initial blockout to final engine submission—leading level design, asset creation, spatial layout, lighting, foliage integration, and scene assembly.
Foliage & Asset Authoring: Modeled hero props and environmental assets while authoring custom, performant foliage using SpeedTree.
Optimization & Performance: Monitored and optimized draw calls, memory budgets, level geometry, and texture density to maintain target framerates across target platforms.
Leadership & Team Integration: Supported recruitment, onboarding, and daily pipeline direction, establishing asset standards and mentoring art team members across production runs.