Yahtzee with buddies
Lead Technical Artist
2022 Oct – Current

• Owned Technical Art workflows and processes, setting up Jira boards and dashboards
• Planned Tech Art roadmaps in collaboration with Lead and Senior Technical Artists
• Facilitated sprint planning, retrospectives, and reviews
• Reduced Android APK size from 150 MB to under 20 MB through Addressables migration and content pipeline optimization, bringing the APK ~30 MB below market margins
• Led memory optimization efforts during the Unity 6 transition, significantly reducing memory-related crash rates
• Championed performance awareness across art and engineering teams, contributing to improved stability and live-ops KPIs
• Conducted regular 1:1s with Technical Artists
• Led hiring and onboarding of Technical Artists
• Career-coached 4 Technical Artists into senior positions

Senior Technical Artist
2021 Jun – 2022 Oct

• Fixed UI-related issues in Unity, including layout and rendering problems
• Mentored artists using Unity and internal tools
• Optimized project resources and memory usage
• Optimization of features prior to released
• Creating an internal tutorial confluence page with videos in regards of the project

Fiction Factory – Internal Game engine
Game Engine Artist Advocate
2016 May –  2021 May

• Acted as the primary artist advocate for 500+ developers on the Candy Crush franchise
• Increased artist productivity by shaping engine UX, workflows, and backlog priorities
• Enabled teams through internal engine training, tutorials, and 1:1 coaching
• Helped managing and prioritizing engine backlog to address artist needs efficiently

Adventure box
Happy L-Lord AB -Technical Artist
2014 Dec – 2015 Aug

• Bridged communication between developers and artists
• Researched and implemented Voxel art pipelines for a web-based MMORPG
• Created Voxel characters and environments; handled rigging in Maya

 

Cat voxel City
Indie Game – Artist / Animator
2015 Aug – 2016 May

Collaborated with a developer to create a complete game from scratch. Responsible for all visual aspects, including:

  • Level design and construction
  • Asset creation and destruction effects
  • Character and environment animations
  • UI design and implementation
  • VFX and visual polish

Utilized MagicaVoxel for voxel art and RayFire (3ds Max) for destruction simulation