First VFX IC Hire on a new, unannounced title as part of Riot R&D, responsible for building up and engineering the foundations for VFX systems, workflows, styles, and tools to create a whole lot of sparkle magic for a new team, as well as assisting VALORANT and general R&D teams with VFX Engineering and Support.
Created gameplay and cosmetic VFX for multiple Destiny 2 releases, collaborating closely with designers, engineers, and art leadership to ship content at scale, while investigating and researching new technology for the Systems and Player Rewards areas.
Supported senior VFX artists on Destiny 2 content, building particle systems, shaders, and in-game integrations while ramping up on large-scale production pipelines.
Worked on the conception, design, and completion of various community contributed real-time particle effects in Valve Software's Team Fortress 2, created and ran promotional materials and campaigns for the effects and their associated Steam Workshop pages, and worked with Valve to add them to Team Fortress 2, with a focus on readability, style cohesion, and player delight.