Available to hire
I’m a 3D artist with nearly a decade of experience creating high quality models, environments, and renders for clients like Apple, Google, Beats, Riot Games, Bron Studios, and more. My background spans modeling, texturing, lighting, and look development across a wide range of projects. I enjoy collaborating with international teams, adapting quickly to new workflows, and finding creative solutions that keep projects moving forward.
Experience Level
Language
English
Fluent
Work Experience
Lead Lighting TD / CG Supervisor (Lighting) at Apple Inc. / Andresen Digital
January 1, 2025 - PresentLead lighting and look development on multiple high-visibility campaigns; rebuilt the asset/pipeline hub, mentored artists, and collaborated across departments to ensure creative and delivery goals were met; implemented Houdini-based concepts for procedural pipelines and led the adoption of UE5 real-time lighting.
Lead Lighting TD / CG Supervisor (Lighting) at Apple Inc. (Client: Andresen Digital)
January 1, 2025 - PresentOngoing leadership in lighting and pipeline supervision for Apple campaigns; responsible for shader and lookdev consistency across real-time and offline renders; mentoring and process improvement across teams.
Senior Lighting Artist and Pipeline Technical Director at Apple Inc. / XYZ Culver City
December 31, 2024 - October 12, 2025Delivered a ground-up pipeline with 35+ custom Python/MEL scripts for Maya/Nuke; built asset hub, light repository, QA, folder automation, and a deadline monitor. Led UE5 realtime lighting and integrated Path Tracing for high-fidelity references; aligned with stakeholders to resolve workflow bottlenecks.
Senior Lighting Artist and Pipeline Technical Director at Apple Inc. ( Culver City project)
December 31, 2024 - October 12, 2025Delivered production lighting/lookdev with a focus on pipeline efficiency; built asset hub with 35+ Python/MEL scripts for asset hub, light repository, QA, folder automation, and deadline monitoring; developed 15+ lighting tools; integrated UE5 real-time lighting with Path Tracing and Lumen for review frames; collaborated with stakeholders to resolve workflow bottlenecks.
Senior Lighting Artist and Pipeline Technical Director at Apple Inc.
December 1, 2024 - December 1, 2024Delivered a robust pipeline with 35+ custom Python/MEL scripts for Maya/Nuke: asset hub, light repository, QC, folder automation, and a custom Deadline monitoring tool. Built a suite of 15+ modular tools that reduced manual effort and minimized errors across lighting and comp teams. Authored 100+ page wiki and training videos, shortening onboarding and creating consistency in workflows. Led lighting/pipeline development for Apple product campaigns, ensuring delivery across multi-visibility projects. Implemented UE5 real-time lighting with Lumen and Path Tracing to create high-fidelity lookdev reference frames. Collaborated with Apple stakeholders to resolve workflow bottlenecks; delivered projects with minimal revisions. Designed shaders/material setups in Maya and UE5 to align lookdev across real-time and offline rendering. Pitched and executed a Houdini-based campaign concept, demonstrating procedural pipeline innovation.
3D Generalist at 323 Creative
May 31, 2024 - October 12, 2025Provided lighting and 3D assets for projects including Valorant, Cyberpunk 2077, BoneWorks VR; delivered environments and assets for Capital Records, BoneWorks VR, and FLIR Systems CES display.
3D Generalist at 323 Creative
May 1, 2024 - May 1, 2024Provided lighting and 3D assets for campaigns including Valorant, Cyberpunk 2077, and Dreamscape. Delivered environments and assets for Capitol Records, BoneWorks VR, and FLIR Systems (CES Display 2020). Created 3D apparel assets for a sports team using CLO 3D / Marvelous Designer, managing colorways and fabric lookdev for accurate visualization.
3D Generalist (Freelance) at 323 Creative
May 1, 2024 - October 12, 2025Provided lighting and 3D assets for projects including Valoran, Cyberpunk 2077, and BoneWorks VR; delivered environments and assets for Capito Records, BoneWorks VR, and FLIR Systems CES displays.
Lead Lighting TD / CG Supervisor (Lighting) at Apple Inc. / Andresen Digital
September 30, 2023 - October 12, 2025Supervised lighting/look development on 15+ Apple campaigns; remodeled CAD/tech diagrams into optimized 1:1 digital twins; created rigging/assets; built lighting-pipeline tools and a QA process; authored a 100+ page internal wiki.
Lead Lighting TD / CG Supervisor (Lighting) at Andresen Digital (Apple client)
September 30, 2023 - October 12, 2025Led lighting/lookdev on 15+ Apple campaigns; remodeled 25+ CAD/technical diagrams into optimized digital twins; created shader-ready material pipelines; mentored 10+ artists; coordinated across 3D/2D teams; partnered with Nuke for final passes; contributed to client bidding and strategy.
Lead Lighting TD / CG Supervisor (Lighting) at Andresen Digital (Apple Inc.)
September 1, 2023 - September 1, 2023Supervised lighting/look development on 25+ Apple campaigns, balancing creative goals and delivery timelines. Remodeled 25 CAD/technical-diagram assets into optimized 1:1 digital twins; scanned and recreated materials for physically-based shaders and rigged products to support digital-twin workflows. Handled product-focused rigging as part of asset creation and library management, integrating simple setups into the production pipeline. Built a lighting-focused pipeline with render/asset management, shot ingestion, and QC checks reducing iteration time by 25%. Authored 100+ page internal wiki with SOPs, workflows, and tutorials. Developed a library of 25+ reusable light rigs with custom controls, reducing setup time across projects. Mentored and reviewed work for 10+ artists (junior to senior), coordinating across 3D/2D to ensure asset compatibility. Collaborated with Nuke compositors to finalize lighting outputs ensuring color accuracy and clean integration. Contributed to client biddi
3D Lighting Look Development Artist at Hogarth Worldwide
September 30, 2022 - October 12, 2025Delivered product lighting/lookdev with <5% revision rate; built 10+ reusable lighting rigs; integrated UE5 realtime lighting and Path Tracing; collaborated with supervisors and used Nuke to composite passes.
3D Lighting Look Development Artist at Hogarth Worldwide (Apple project)
September 30, 2022 - October 12, 2025Delivered production lighting/look development for Apple campaigns; maintained a low revision rate; built lighting-focused pipelines and shad ers; collaborated with Nuke for finishing passes; contributed to asset ingestion and lighting workflows to shorten iteration times.
3D Lighting Look Dev Artist at Apple Inc. / Hogarth Worldwide
September 1, 2022 - September 1, 2022Delivered product lighting/lookdev with under 5% revision rate, consistent in early review rounds. Built 10+ reusable light rigs with flexible controls adopted by the team for ongoing projects. Trained and onboarded 5+ new artists with documentation and training resources. Integrated UE5 real-time lighting into the pipeline; introduced Path Tracing for flexible lookdev. Wrote custom Maya scripts to streamline lighting passes and reduce reliance on external tools. Collaborated with supervisors on lighting direction and used Nuke to composite and finish passes, ensuring campaigns met creative and delivery standards.
3D Generalist at Bron Studios
December 31, 2021 - October 12, 2025Contributed to UE5 lighting and shader look development; managed lighting setups for large scenes under tight deadlines; collaborated with Epic Games to test new features; optimized lighting and shaders for cinematic workflows.
3D Generalist at Bron Studios
December 31, 2021 - October 12, 2025Contributed to UE5 lighting and shader look development; optimized large-scale environments; collaborated with Epic Games to test new features; managed environment lighting setups and camera/shot pipelines.
3D Generalist at Bron Studios
December 1, 2021 - December 1, 2021Contributed to UE5 lighting and shader lookdev while optimizing large-scale scenes for performance, collaborating with Epic Games to test new features. Created previs and camera layouts for two episodic projects in development, integrating motion capture data and hand-animated cameras, refining pacing for narrative clarity. Optimized real-time lighting and shaders in Unreal Engine for cinematic performance across platforms. Automated Maya/Unreal tasks with scripts and blueprints; authored training and documentation to accelerate onboarding.
3D Development Artist at Erf World
November 30, 2019 - October 12, 2025Championed development of a custom proprietary shader; improved workflow and integration with existing artists; created environment assets and characters.
3D Development Artist at Erf World
November 30, 2019 - October 12, 2025Championed the development of a proprietary 3D shader tailored to replicate the original 2D style; enhanced shader workflow integration with the broader team; modeled and rigged environments and characters; supported hiring efforts for additional 3D artists.
3D Development Artist at Erf World
November 1, 2019 - November 1, 2019Championed development of a custom proprietary 3D shader, meticulously tailored to replicate the existing 2D style. Enhanced workflow for the shader to seamlessly integrate with the work of other artists, resulting in smoother collaboration and improved project efficiency. Modeled and rigged key environments and characters. Collaborated with upper management in hiring additional 3D artists.
Education
Modeling and Look Development at Gnomon School of Visual Effects, Games & Animation
June 1, 2014 - June 1, 2017Modeling and Look Development at Gnomon School of Visual Effects, Games & Animation
June 1, 2014 - June 1, 2017Modeling and Look Development at Gnomon School of Visual Effects, Games & Animation
June 1, 2014 - June 1, 2017Qualifications
Industry Experience
Media & Entertainment, Gaming, Software & Internet, Professional Services
Experience Level
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