Technical Artist
Specializing in supporting artists, technical design, and bridging the gap between art and engineering to create exceptional player experiences.
Oculus, 2018
Wrote surface materials for the entirety of the Quest onboarding experience's environments (First Steps), working in close cooperation with graphics engineers to hit strict performance budgets on an early, constrained standalone VR platform. Used RenderDoc and built-in performance tools daily to profile and optimize rendering on unproven mobile VR hardware.
Drive, Survive, Repeat, 2023-2024
Helped Ironwood Studios complete and ship Pacific Drive. Led PS5 performance optimization efforts while fixing bugs across all disciplines. Tackled various problem-solving tasks essential to bringing the game across the finish line.
343 Industries, 2015-2017
Contributed to early prototyping for Halo Infinite, working extensively in Maya and 343's proprietary content pipeline tools. Focused on open-world streaming systems during the game's formative development phase.
343 Industries, 2013-2015
Provided technical leadership supporting environment artists, working extensively in Maya and 343's proprietary pipeline tools. Interfaced closely with tools and engineering teams to get artists the best possible support and keep production moving smoothly.
The ultimate in deep sea terror, 2025
Co-founded Earth Giant studio and developed our debut title. Single-player linear horror game with retro PS1-style aesthetics. Set in a wrecked deep-sea station, players must navigate the environment while avoiding deadly threats. Core team of 5 developers.
You are a stretchy little newt who loves to pole vault, 2025
Built foundational systems for this challenging precision platformer, including camera, character controller, and core movement mechanics. Handled technical art and production logistics. Post-launch, the game developed a dedicated speedrunning community that consistently exceeds our design expectations.
Competitive Multiplayer FPS, C77, 2019-2023
Lead Technical Gameplay Designer responsible for designing and implementing the primary game mode and supporting sub-modes. Worked within a small team structure, contributing across multiple disciplines as needed to achieve project goals.
Bullet heaven, but heaven is slimy
Solo-developed bullet heaven game featuring slime-based physics gameplay. Designed for accessibility while maintaining strategic depth, encouraging players to experiment with builds across multiple runs. Complete ownership of design, development, and technical implementation.
DLC for Pacific Drive, 2025
Joined Ironwood Studios to implement critical narrative scripting systems for the DLC. Responsibilities included scripting narrative sequences in Unreal Engine, ensuring robustness of narrative elements, and cross-discipline bug fixing during the final production phase.
Interested in collaborating? Reach out to discuss opportunities.
✉ BMay1286@gmail.com