
Technical Artist based in Edinburgh with over 3 years of experience in AAA game development at Ubisoft Reflections. I build procedural tooling, DCC tooling, shaders and streamline artist workflows, and ensure games look great and run fast.
work experience
Ubisoft Reflections | Sep 2022 - Present
Technical Artist | Apr 2024
Developing and optimising procedural tooling and content for an unannounced AAA project.
- Designed a Houdini procedural tool that lets artists author complex natural spaces from in-editor parameters, cutting asset iteration from hours to minutes.
- Owned an automated performance test for procedurally placed vegetation, giving the tech art team a continuous stream of data to assess the performance impact of changes at a glance.
- Shipped the project's Python tooling into a central repository with automated build and deployment, reducing risk in distribution to artists and freeing up developer time.
- Designed a texture-to-shader workflow for urban assets, packing data efficiently into textures and vertex colours to deliver visually rich, per-instance variation at low runtime cost.
Junior Technical Artist | Sep 2022
Developing DCC Tools and Shaders for an unannounced AAA project.
- Extended in-house asset-exporters, auto-riggers and validators with MAXScript to support new asset categories.
- Worked closely with vehicle art team to ship a headlight shader using parallax and emission that reads correctly in both day and night lighting.
- Stabilised an advanced character clothing shader inherited from another internal project. Fixed a backlog of rendering bugs, refactored the implementation and wrote artist-facing documentation.
UNESCO City of Design Dundee | Aug - Oct 2021
Games Development Intern
Shipped an educational videogame for UNESCO City of Design's bi-annual Dundee Design Festival under the production of Agency of None titled Dark Patterns: Unashamed. All aspects of the game were created by myself aside from the art assets that Agency of None designed.
skills
Python
File management, asset validation, CI/CD automation, and artist-facing UI built with PyQt/PySide.
- Shipped the project's Python tooling into a centralised internal package system with automated build and deployment, reducing distribution risk and freeing up developer time.
C++
Editor debugging, custom node authoring, and OpenGL renderer work.
- Debugging complex engine code and in Houdini to Engine pipelines
- Shipped modifier that allows artists to set parameters for Houdini procedural pipelines in-editor.
C#
Automated testing tooling and Unity programming — see Dark Patterns for a shipped example.
- Automated performance test tool for procedurally placed vegetation.
Houdini
HDA authoring with Houdini Engine for in-editor pipelines.
- Designed a procedural tool that lets artists author complex natural environments directly from in-editor parameters, cutting asset iteration from hours to minutes.
3ds Max & Maya
Python and MAXScript tooling across both DCCs, deployed through an internal package system
- Extended in-house asset-exporters, auto-riggers and validators with MAXScript to support new asset categories
Substance Painter & Designer
Designing presets for asset-types, integrating tooling and updating shaders.
- Implemented shader in Substance Designer to accurately reflect in-engine shaders.
- Designed texture presets to streamline texture generation for bespoke shaders.
engines
Proprietary Engine (Ubisoft)
Editor debugging in C++, custom node graph authoring, shaders, automated data management, procedural integration.
Unreal Engine 5
Shader and pipeline work: Material Graph, HLSL custom expressions, Niagara VFX.
Unity
C# gameplay programming. See Dark Patterns for a shipped Unity project.
education
Abertay University | Sep 2021 - Sep 2022
MProf in Games Development with Distinction
Students develop core skills through applied project work, supported by experienced games industry practitioners.
The Glasgow School of Art | Sep 2017 - May 2021
First Class BA(Hons) in Interaction Design
Combines technology with visual thinking and creative problem-solving. Students learn to work with creative code to generate engaging interactive digital media for a wide range of platforms.
awards
Abertay University | Nov 2022
University Prize (Highest GPA)
"Awarded to the best postgraduate student who achieves a high level of performance generally and is deemed to be the best student overall"