
Dragon Age Veilguard: Skin Materials
2024 As the Character Materials lead for Dragon Age: Veilguard, I overhauled the skin treatment for characters to increase visual quality and to be more
Past projects

2024 As the Character Materials lead for Dragon Age: Veilguard, I overhauled the skin treatment for characters to increase visual quality and to be more

2016 I created the procedural map generator which was behind the blue holographic maps in Mass Effect Andromeda. The core functionality operated in Houdini, with
2024 I was responsible for character materials in Dragon Age: Veilguard. Our character creator was one of our headline features, and we wanted to give

I’ve been involved since the early days in EA’s R&D related to integrating Houdini with their Frostbite Engine. I started working with Houdini professionally in

A few of the pipeline tools I’ve created. All tools and code on this page copyright © Electronic Arts. Madden 15 Houdini Head Tool Houdini

2017 Lighting technology Mass Effect: Andromeda used the Enlighten lighting system, and I was the primary tech art contact for debugging artist issues related to

Before I moved to game development in 2008, I worked as a Render TD and a Lighting and Compositing artist for feature film. Here are
