Who Am I
Technical Artist & Web Developer
I am a naturally inquisitive programmer and artist. My primary areas of interest are rigging, tools development, compositing, and creative pipelines. I also occasionally work with various web technologies. I love to teach and live to learn.
- AFTER EFFECTS
- CAMERA WORK
Technical Artist/Rigger ‒ Q-Games
Kyoto, Japan Mar 2017 - Now
Bridging art and tech teams. Designing and developing internal custom toolsets. Shaders and effects. Rigging development and testing. All around Renaissance Man.
Part-Time Lecturer ‒ Teesside University
England, UK Feb 2015 - Feb 2017
Alongside studying a full-time Master's degree, I assisted in teaching various modules of which included 3D graphics programming, physics programming, Unity, Unreal Engine 4, team-based game jams, 3D modeling, games history, and research-oriented classes. These spanned games programming, design, and art pathways. I also created and lead MEL and Python scripting workshops for final year students.
Technical Artist ‒ Vitei
Kyoto, Japan Apr 2014 - Dec 2014
I made tools for artists and ensure they can operate smoothly, looking for new technologies which can ease their job. I made tools to smooth the pipeline, too. I also sometimes created art. I sometimes programmed gameplay, sometimes graphics.
Researcher ‒ ISCAS
Beijing, China Jul 2013 - Sep 2013
A short-term research project at the Institute of Software Chinese Academy of Sciences. Developed a real-time solution for simulation, interaction, and separation of layers within multi-layered materials.
MA Computer Animation and Visual Effects ‒ Distinction
Teesside University Feb 2016 - Sep 2016
Studied various aspects of visual effects. I chiefly focused on pipeline development, tools, rigging, modeling, and motion capture. There was also significant work in traditional compositing (camera operation, green screen, tracking, and so on) requiring the rapid familiarization of a number of industry-standard software packages and hardware. My thesis is available here.
MSc Computing ‒ PGC
Teesside University 2015 - 2016
Covered research methods, pattern-driven development, software engineering processes. This was a half-course resulting in a PGC.
BSc Computer Games Programming ‒ First
Teesside University 2010 - 2013
Covered essential and advanced aspects of games development, such as real-time graphics, physics programming, animation and simulation programming, low-level device programming, and engine design.
BTEC ND Games Design Level 3 - DDM
Middlesbrough College 2008 - 2010
Introduction to the essentials of games development and design.