
- Shipped custom environments for Quest launch
- Custom tools, previsualization on native and 3rd party platforms (Python, Java, C++, C#)
- Spearheaded technical design documentation, implementing proprietary engine improvements (C++)
- Digital Content Creation tooling
- Procedural texture packing and texel density allocations (Houdini)
- Keyed mesh transformations to bone based, skinned animation (Maya)
- Custom Arnold texture bakes to Deadline (Maya, Deadline)
- Gltf open source collaboration