Games, animation and real-time production

Building the systems that let creative teams move faster.

Technical Art Director with 25+ years shaping character pipelines, production tools, and collaborative teams across AAA games and animated CG.

25+years in games & CG
AAApipelines and teams
UE / DCCreal-time workflows

Ubisoft Riot Games WB Games Eidos Survios

Selected experience

Technical direction with production impact.

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01
Ubisoft Montreal | 2023-2025

Character Technical Director

Managed riggers and character technical artists while strengthening character pipeline tools, facial rigs, and production workflows.

Role details
Technical art development environment
Survios | 2022-2023

Technical Art Director

Built the technical art team and AAA production foundations during the studio's transition beyond VR.

Role details

What I do

From long-term vision to production-ready detail.

01

Technical art strategy

Define practical roadmaps, standards, and priorities that make ambition executable.

02

Character & animation

Build reliable authoring, rigging, integration, and runtime workflows for expressive characters.

03

Tools & R&D

Turn recurring production problems into automation, better systems, and useful experiments.

04

Team development

Hire, mentor, and align technical artists around clear ownership and sustainable delivery.

A career of problem solving

From a two-polygon sphere on N64 to procedural cities full of life.

Curiosity has taken me from drawing comics to animation, technical direction, games, and CG. I enjoy complex character challenges, the systems behind believable worlds, and helping the people making them do their best work.