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Technical Artist

10 years in Games × 10 years in Tech
Current: Building immersive experiences on Google Maps.
Past: Project Lead of Black Mesa.

/Apps 01 / 05
[Tech Art][UX][Gameplay Programming][Unreal Engine]

Immersive View

As part of a new technology initiative team within Google Maps, I led Technical Art & Gameplay programming, and contributed strongly to Interaction design & Strategic planning.

The launch was featured by Sundar Pichai on the main stage at Google I/O 2022.

Technical Artist & Lead UXE - Google Maps
/Apps 02 / 05
[AR][Google Search][Technical Art][Tools Programming]

Search AR

Built off many of the same design and content principles as Playground. I served as Technical Art Lead, establishing asset specs, improving rendering & streaming, and building a Python-based asset pipeline.

Grew into tens of millions of MAU — launching thousands of 3D assets worldwide, including during the pandemic.

I led a team of 3D experts working closely with engineers and UX design to improve rendering, streaming, and overall functionality.

Technical Art Lead · Google Search
Search AR Animals
/Apps 03 / 05
[AR][Camera][Interaction Design]

Google Playground

AR characters and interactive experiences built into the Google camera on Pixel devices — letting users place animated 3D characters in the real world through the viewfinder.

I led Technical Art, worked closely with product and engineering teams on asset pipelines, rendering quality, and content strategy.

I also led the development of the Selfie mode and Typography features specifically, pitching, prototyping and ultimately launching both.

Technical Art Lead · Google Camera
/Apps 04 / 05
[AR][YouTube][Advertising]

YouTube AR Ads

First-of-its-kind AR advertising experiences inside YouTube — blending real-world camera views with branded 3D characters from major studio releases.

Partnered with Jumanji, Stranger Things, Scoob, and others to produce one-of-a-kind campaign experiences.

I built the initial pipeline, documented it, onboarded members to my team, and oversaw the technical content strategy and roadmap for the course of the pilot.

Technical Art Lead · YouTube
/Apps 05 / 05
[VR][Google][Interaction Design]

Google Daydream

Technical art and design work across Google's Daydream mobile VR platform — from locomotion systems and home environment design to core VR interaction patterns.

Developed teleportation and tunneling techniques to minimize motion sickness while preserving immersion.

Technical Artist · Google VR
Daydream VR
Daydream Home
Teleportation
Tunneling
/Games 01 / 04
[Design][Art Direct][Technical Art][Source Engine]

Black Mesa

Started as a mod for Half-Life 2, Black Mesa became a critically acclaimed commercial game. As Project Lead, I directed development, managed a global team, led all PR and press, and served as Creative Director and multidisciplinary contributor.

Through founding Crowbar Collective LLC, I led the team as CEO to a successful commercial Steam launch — currently over 10,000 reviews.

I was a multidisciplinary leader and contributor to many different aspects of art, design, and technical implementation across the game's entire lifespan.

Founder & Project Lead · Crowbar Collective
Black Mesa
Black Mesa
Black Mesa
Black Mesa
Black Mesa
Black Mesa
Black Mesa
Black Mesa
/Games 02 / 04
[Tech Art][Unreal Engine][Plugin][Shaders]

NeoFur

A drag-and-drop real-time fur & fuzzy surface plugin for Unreal Engine and Unity. I started it as a pixel shader prototype and built the product alongside engineer Kiri Jolly, who developed the compute shader motion system.

Most prominently featured in Tekken 7 and a Planet of the Apes VR game. Licensed by major motion picture studios for pre-viz.

NeoFur combined artistic vision with technical expertise to create cutting-edge pixel shaders and authoring tools for high-end developers.

Co-Founder · Neoglyphic Entertainment
/Games 03 / 04
[Environment Art][MMO][Cryptic Studios]

Neverwinter

Lead Environment Artist on the open-world D&D fantasy MMO at Cryptic Studios — overseeing art quality, pipelines, and visual consistency across the game's many zones and expansions.

Created and directed environment teams across large-scale outdoor worlds, underground dungeons, and cinematic set pieces.

I authored documentation to train and align our team on style and best practices, created most of the shaders used in the game, and worked with engineers to design procedural mission creation tools for players.

Lead Environment Artist · Cryptic Studios
Neverwinter Dragon
Neverwinter Lighthouse
Neverwinter Chasm
Neverwinter Drowned
Neverwinter
Neverwinter
Neverwinter
Neverwinter
/Games 04 / 04
[Character Art][Environment Art][MMO]

Champions Online

Character and environment art contributions for the superhero MMO — creating hero costumes, props, and environments across the game's large open world.

Worked across a broad range of superhero archetypes and power aesthetics, from street-level vigilante to cosmic powerhouses.

As the Environment Art Director, I led a team of environment artists in building a fantastic and fun comic-inspired world together. Designing entire cities and massive islands from nothing was a wonderful challenge.

Lead Environment Artist · Cryptic Studios
Champions Online
Champions Online Dance
Champions Online
Champions Online
Champions Online
Champions Online
Champions Online
Champions Online

/About

Currently @Google — working on 3D, Technical Art, Visual Design & UX across a variety of products and experiences.

I led the creation of Black Mesa, a critically acclaimed Half-Life remake — building the team and ultimately founding Crowbar Collective to bring it to commercial release.

Roles at Google, Cryptic Studios, Crowbar Collective, and Neoglyphic Entertainment spanning AAA FPS, MMOs, AR/VR, real-time tools, and mobile.

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