DCC Tool Development
Scripts, extensions and plug-ins for Maya, Blender, 3ds Max, Photoshop, Illustrator, the Substance 3D apps, Houdini and more
Scripts, extensions and plug-ins for Maya, Blender, 3ds Max, Photoshop, Illustrator, the Substance 3D apps, Houdini and more
From validators and exporters to workflow automation and optimization. All made with a user-first -mindset and modern UIUX.
10+ years writing robust Python, Javascript and C# tools - plus Lua, VEX, HTML/CSS, Shell Scripting and Shader Programming.
Unity, Frostbite, Snowdrop, Apex, Defold and more. I bridge Art and Code with asset bundling, profiling and tool integrations.
GLSL, HLSL and CGFX shader programming, including shader graph prototyping and conversions in either direction.
Deep familiarity with test types and automated pipelines - including configuring GitLab CI/CD to build, validate and test tools.
I'm a talkative introvert who thrives in matrix orgs: aligning Tech Art, UX and Engineering and documenting best practises.
Roadmapping, Discovery and Prioritization for the Frostbite game engine. Stakeholder Management, Technical Writing and more.
Team Workshops, 1:1s, Coaching and Mentoring of Artists - including extensive experience with interviewing and onboarding.
My career is built on deep Technical Art expertise - spanning DCC tools, pipelines, engine workflows, and cross-disciplinary collaboration - driving reliable, scalable and artist-friendly solutions across multiple studios and game engines.
Senior Technical Product Manager on Frostbite's Scene domain, shaping the editor's core systems (viewport, cameras, manipulators, scene layers, inspector and other editor panels), and translating creator workflows into engineering priorities.
I worked on Snowdrop's central DCC Tools team, where I modernized overhaul of our core DCC framework code and its architecture - improving maintainability and enhancing developer workflows across multiple DCC applications.
Led the Maya implementation for GraphN - a node-based editor that enabled Artists to create their own DCC tools. On this product I designed and developed a middleware layer between Maya and GraphN, all running on Maya API-driven code.
Provided short-term support on Avalanche's internal DCC tools, focusing primarily on UI/UX fixes, workflow stability, and resolving production-blocking issues for the Contraband project.
Promoted into King's central Technical Art team and later the Crash Bandicoot: On the Run! team, owning end-to-end tools, pipelines, and workflow improvements across Maya, Photoshop, Illustrator, and standalone Python tooling.
Started as the sole Technical Artist on King's New Games studio, building tools and workflow improvements from scratch while supporting several new IP prototype teams, including Blossom Blast.
I licensed my own UV editing tool (Nightshade UV Editor - NSUV) to Autodesk and collaborated with the Maya product team to integrate its functionality into Maya 2018 & Maya LT.
Contributed to Star Stable Online as a 3D Environment Artist, creating and updating world assets while supporting the development of new zones such as Pandoria. The work was an extension of my contract with Blackbeard.
Worked as a 3D Artist on Mega Drift, creating all in-game vehicles and supporting environment asset development while collaborating closely with the art team on track themes and visual style.
Worked as a 3D Artist on several mobile titles built in Polarbit's proprietary game engine, creating environments and vehicles while helping to improve the art asset pipeline as my first steps towards Technical Art.
Worked as an Environment Artist intern on Renegade Ops, creating world assets across the full 3D pipeline and supporting both base game and DLC content during production.
Starting my career as an artist, my studies immersed me in the very same tools and workflows I now build for others - forming the foundation of my user-centered approach to Technical Art and game development.
Studied 3D graphics and game development with a full production-pipeline focus, working in multi-disciplinary teams of Artists, Designers and Programmers to build complete game projects in just a few weeks.
Completed courses in game development and foundational computer-security concepts while studying at Uppsala University: Campus Gotland (formerly Högskolan på Gotland).
Studied Front-end development and graphic design with a focus on web technologies, programming, and visual communication.