Tech Art

I’ve been a technical artist since 2015, working at Zynga, Big Run Studios and WB Games Boston on the following mobile games:

Game of Thrones: Conquest

WB Games Boston (March 2023 – present)

This is the game that I’m currently working on, supporting live-ops on a monthly cadence, creating and adding new content (from concept to final implementation), testing builds, reviewing pull requests on GitHub for both game client and static data, and fixing bugs.

Tools: Unity, Maya, Substance Painter, Photoshop, JetBrains Rider, Jenkins, Git, Sourcetree, Perforce, Jira, Confluence, Excel.

Blackout Bingo: Design Blast

Big Run Studios (June 2022 – January 2023)

I joined this project a few months before its soft launch date, and my main focus was to collaborate closely with the engineers to optimize the game and reduce loading times. My other tasks included (but not limited to) making test builds, finding and fixing bugs, integrating art assets into the game, improving existing tools and writing some new ones, and putting together documentation.

Tools: Unity, Photoshop, AfterEffects, Git, Sourcetree, JetBrains Rider, Android Studio, Jenkins, Jira, Confluence.

Harry Potter: Puzzles & Spells

Zynga (November 2021 – May 2022)

This was the first Unity-based game (and my first match-3 game) that I’ve worked on, as part of a comparatively large team of 5 technical artists. I’ve created assets for the 2.5D scenes using Photoshop and Maya, and worked with the animators to set them up in Unity so they could animate it.

Tools: Unity, Maya, Photoshop, Git, Perforce.

Wizard of Oz Slots™

Zynga (September 2016 – November 2021)

I’ve been on this project for 5 years, doing all kinds of stuff – moving in and out of roles ranging from tech art, lead, and outsource management (whatever was needed for the project at the time). I wrote RFPs for the outsource team, provided them with artistic and technical support, created animatics, documented new tech, onboarded new artists, and solved any art-related bugs or hitches that arose during production.

Tools: Cocos2DBuilder, SpriteBuilderX, TexturePacker, XCode, Photoshop, AfterEffects, Perforce, Jira, Confluence.

Willy Wonka Slots™

Zynga (September 2015 – September 2016)

When I was first hired at Zynga, this was the first project that I’ve worked on, from early pre-production stage to live release.

I learned the proprietary version of the Cocos2D engine for it, and worked closely with the game designers, engineers, animators and outsourcers. My tasks included a lot of prototyping, asset integration and optimization, in addition to creating and maintaining documentation – and eventually training other technical artists on it when this project was passed onto a different internal team.

Tools: Cocos2DBuilder, TexturePacker, Photoshop, SVN, Perforce.

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