Principal Environment Artist with 18+ years of experience across top-tier AAA studios — Crytek, Ubisoft, Asobo, and Jagex — and 3+ years at Parallel Studios leading environment art, technical art, and AI research at the frontier of real-time game development. At Parallel, I expanded well beyond traditional env art: building mobile-optimised shader pipelines, designing full-colony PCG systems in Unreal Engine 5, directing outsource teams across multiple projects, and researching generative AI workflows for game production. I have a strong track record of building and leading art teams from the ground up, owning pipelines end-to-end, and shipping high-quality work under real production constraints. I'm currently seeking roles at the intersection of game development, technical art, and AI — where craft, systems thinking, and curiosity about what comes next are equally valued.