Technical art and pipeline work: procedural asset generators, shaders and tooling for film and games. Each project below is a short write-up of how it was built.
A Geometry Nodes generator that replaced per-review-round modelling: the director dialled height, footprint, beam sections and cabin size per shot instead of sending notes back to me.
Viewport modes that show what each object costs to render, plus a procedural texture baker. Write-up coming soon.