Co-Founder and CEO of GoDemics, a global external development studio and Unreal Engine Approved Training Partner headquartered in Austin, Texas. I lead the company’s overall strategy, business development, and technical vision, overseeing engineering, R&D, and scalable production pipelines that power co-development and outsourcing engagements for leading AAA studios including Riot Games, 2K, Nexon, Gearbox, and NetEase.
With more than 22 years of professional experience in the computer graphics and games industry since 2004, my foundation lies in lighting, rendering, VFX, and technical art — disciplines in which I developed deep expertise across AAA titles, realtime pipelines, and pre-rendered CG before founding GoDemics in 2017. Today I direct both client-facing external development and GoDemics’ own internal game development initiatives, while serving as the principal technical leader for all Unreal Engine technologies, tech art, and next-generation pipelines.
My current focus areas include architecting advanced remote collaboration systems, Perforce infrastructure, AWS production environments, and AI-augmented internal pipelines that accelerate high-quality game development. I combine hands-on technical depth with executive oversight — driving art direction, team leadership, pre-production strategy, and performance optimization across PC, console, VR, and mobile titles.
Key areas of proficiency:
Strategic business development, partnerships, and client relationships in the AAA space
Unreal Engine pipeline development, engineering leadership, and tech art direction
Scalable co-development and outsourcing models (embedded pods, staff augmentation, full-service production)
Art team leadership, mentoring, and production best practices
Lighting, rendering, VFX, and technical art pipelines (foundational expertise)
Realtime optimization, performance profiling, and technical art workflows
Integration of emerging technologies (AI, remote/virtual pipelines) into professional game production
Pre-production, art direction, and cross-disciplinary project planning
I remain deeply committed to pushing realtime graphics forward while building high-performing, distributed teams that deliver reliable quality at scale.
As Co-Founder and CEO of GoDemics, I lead overall company strategy, business development, partnerships, and technical vision for a global external development studio and Unreal Engine Approved Training Partner. GoDemics supports leading AAA studios through co-development, embedded pods, staff augmentation, and full-service outsourcing across PC, console, VR, and mobile platforms — trusted by clients including Riot Games, 2K, Nexon, Gearbox, and NetEase.
I oversee all engineering, R&D, and Unreal Engine pipeline development while directing scalable production systems that include remote/virtual collaboration infrastructure, Perforce servers, AWS environments, and AI-augmented internal pipelines. I also lead GoDemics’ proprietary internal game development initiatives, applying deep technical expertise to drive innovation from concept through final delivery.
Drawing on more than 22 years of professional experience with a foundation in lighting, rendering, VFX, and technical art, I now operate at the executive level — providing strategic art direction, scaling high-performing distributed teams (200+ artists and engineers), and building the processes and culture that enable reliable, high-quality delivery at AAA scale.
Art production for console (PS4/XBox One), PC, and VR video games. Besides typical environment art duties, I also help lead efforts in visual development, lighting and finishing art, as well as pre-production. I leverage my Unreal Technology expertise to help setup pipelines and best practices with Unreal Engine 4, as well as train and mentor artists on my team. I perform a lot of R&D and research into new techniques, technical solutions, pipeline improvements, and software- which I then turn around and share with the studio, creating tutorials and writing up confluence pages.
Art production for console (PS3/XBox 360) and PC games. Worked with a talented team of artists to create game environments. Typical duties involved modeling, texturing, sculpting, and optimization.
I also worked as an FX artist creating in-game FX, custom shaders, volumetric lighting, etc. Also worked on the intro cinematics to the game. I created a custom pipeline between Unreal Engine 3, Maya, mental ray, and After Effects to create cinematics for games.
Also had the opportunity to head up VFX for next gen projects as one of the first studios using Unreal Engine 4 technology. Primarily using Maya and After Effects to create VFX for UE4, etc.
Training and consulting business centered around creation of cutting edge training products and services for the computer graphics industry. Besides being a founder, I managed business development and handled strategic relationships with vendors and partners, such as Avid and Autodesk.
Worked as an instructor, teaching classes on media and entertainment software, such as Adobe Photoshop, Autodesk Maya, and Adobe Premiere Pro. Responsibilities included planning and creating teaching materials, presentations, and mentoring students.
Worked on projects that involved creating digital 3D versions of real world objects. Assets were designed for real time rendering, requiring optimal modeling and texturing. Objects required geometric accuracy and scale compared to real life counterparts.
My responsibilities included modeling, texturing, rigging, and animation of assets. I also managed of team of artists, for which I was responsible to make sure production was completed at a high level of quality and on time. Responsibilities included art management, scheduling, and project planning.
Production of photorealistic visualizations depicting aircraft, jet propulsion systems, engines, etc.
I was responsible for the creation of CG projects that had to adhere to high rendering standards of photorealism.
Responsibilities included modeling, texturing, rigging, animation, shaders, visual effects, lighting, rendering, and video production. I was also responsible for project management, scheduling, and project planning.
Art production for commercials, advertising, and visualizations. Primary responsibilities involved character animation, modeling, texturing, shader work, lighting, and rendering. The majority of projects revolved around the presentation of real products, depicted in CG- which required a very high level of photorealistic rendering quality.
I was a Lead 3D Artist working for a subcontractor creating 3D models of real world buildings and landmarks from all over the world for use in Navteq GPS devices. Responsibilities included modeling, texturing, animation, lighting, and rendering. I also handled creation of photorealistic visualizations and promotional CG animations.
As lead my responsibilities included managing and mentoring a team of artists, both onsite and remote. I also worked to improve our pipeline and setup best practices. Also responsible for time management and helping screen new hires and candidates.