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Professional Summary
Award-winning 3D artist and technical artist with 5+ years creating high-craft imagery for AAA gaming and
immersive media. Proven expertise spanning product rendering, real-time animation, and procedural asset
creation from concept through final render. Deep experience with AI-integrated workflows, VR/AR
production, and building visual languages that define brand identity. Skilled at rapid iteration,
cross-functional collaboration, and self-managing complex creative timelines.
Professional Experience
Pipeline Technical Artist
Microsoft Blizzard | January 2023 - December 2025
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Created state-of-the-art 3D imagery and animation for category-defining AAA game releases including
Diablo IV base game, 10+ seasonal updates, and Vessel of Hatred expansion
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Developed high-craft product visualization and marketing assets using variety of 3D tools at fast pace
to meet aggressive release schedules
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Built procedural rigging and VFX systems enabling artists to produce game-ready assets without technical
support, significantly boosting team velocity
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Architected Python-based pipeline tools with PyQt UI frameworks supporting hundreds of artists across
character, environment, and VFX disciplines
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Collaborated with rendering and engine teams to optimize real-time asset performance from polygon
optimization through final render
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Synthesized feedback from multiple stakeholders, quickly incorporating direction to strengthen creative
outcomes
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Self-managed project timelines across distributed studio teams, communicating updates to program
managers
Key Projects:
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Scene Healer — Comprehensive Maya validation suite with PyQt UI enabling artists to fix
technical issues without TA support, deployed across studio handling thousands of daily submissions
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Gameready Updater — Cross-DCC automation pipeline eliminating need for rigging support
during character art workflow through procedural systems
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Map Tweaker — Procedural world map generation system incorporating UI artist overlays
for seasonal content expansions
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Furtuoso — Maya plugin for intuitive normal painting optimizing fur shading across
Diablo IV
3D Artist & Animator
Federico Solmi (Internationally Exhibited Artist) | July 2021 - December 2022
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Developed procedural VFX systems in Unity for real-time VR experiences and pre-rendered applications
exhibited at international galleries
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Created complete character pipelines from concept and storyboarding through modeling, rigging,
animation, lighting, and final rendering
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Built VR experiences integrating traditional art with cutting-edge real-time 3D technology and AI tools
- Collaborated directly with artist on creative vision while solving complex technical challenges
- Conceived elegant, effective ways to showcase artwork and highlight immersive features
- Generated revenue through NFT series on Ethereum showcasing real-time VFX and 3D animation
Education
Carnegie Mellon University — B.A. Digital Creative Practice | August 2017 - May
2021
Student-defined interdisciplinary major combining Computer Science and Art curricula.
Relevant Coursework: Advanced Pipelines for Film and Game Art, Real-Time Animation,
Programming User Interfaces, Computation for Creative Practices, Networked Game Design
Technical Skills
3D & Animation Tools
Maya, Blender, Unity, Unreal, ZBrush, Photoshop, After Effects
Rendering & Optimization
Real-time rendering pipelines, raytracing, polygon optimization, shader development
Creative Technology
Procedural systems, AI-integrated workflows, VR/AR experience design
Pipeline & Automation
Python, PyQt/PySide, Git, Perforce, CI/CD deployment
Specializations
Product visualization, character art, procedural VFX, tool UI/UX design
Selected Portfolio Work
3D Product & Character Animation
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NFT Series — Collection of highly recognizable stylized 3D avatars and real-time VFX
showcased on Ethereum platforms
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VR Shaders — Unity URP shader set for VR experiences using multi-modal AI integration
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GATT — 40-minute 3D animated pilot produced in Unity3D with live VR premiere; currently
remastering in Unreal Engine
Product Rendering & Visualization
- Ceres — Real-time 3D animated short produced in Unreal Engine
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Goat — Original rideable mount character design entered in Blizzard Student Art
Contest, later adapted for physical embroidery production
References and extended portfolio available upon request
Tools
After Effects
Blender
Illustrator
Maya
Photoshop
Unreal Engine
ZBrush
Unity
InDesign
Premiere
Python
C#
C++
Krita
JS