Production Tools & Cross-Discipline Work




Recommended mastiff guard breeds over shepherds for a stationary village resource: standing guards suited the fixed asset better than roaming livestock guardians. Overpaint guidance focused on breed-specific anatomy: softened muscle definition, muzzle width, and facial structure.
Dreamthorn: Authored shared art asset validation & testing spaces across the art team, establishing consistent baselines for lighting, materials, and integration across environment, character, and VFX departments.



Dreamthorn/Fab: Built a camera alignment EUW for the environment art team that locked the editor viewport to match the in-game top-down angle. The team quickly adopted it as a core workflow tool, eliminating view validation steps between editor and PIE and preventing focus drift from misaligned perspectives.

Dreamthorn: A player view and camera angle shift trigger system for revealing special vistas and views.
Horse & Dog Expert: Anatomy, Breeds & Direction
At Dreamthorn, I served as the go-to resource for equine and canine anatomy, breed research, and art direction, helping ground fantasy creatures in anatomical accuracy while maintaining the world's aesthetic.
A draft horse breed concept for Dreamthorn: I chose feathered draft breeds for their top-down readability and versatility as working, riding, and war mounts. Coat colors are grounded in real genetics, selected to deliver fantasy appeal and visual variation while maintaining breed believability.
A mix of workflow tooling, runtime systems, and cross-discipline contributions built for Dreamthorn


Dreamthorn: Built & owned a curved world shader pipeline for the game, from maintaining documentation to artist support and bug troubleshooting.