E X P E R I E N C E
E X P E R I E N C E
2019 - Present
Walt Disney Imagineering
Glendale, California
2018 - 2019
Carnegie Mellon University
Pittsburgh, Pennsylvania
Role: Imagineer, Technical Animator, Animatronics Programmer
Organization: Walt Disney Imagineering
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Programmed audio-animatronics for attractions in Tokyo Disneyland and Shanghai DS.
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Rigged and animated characters utilizing Autodesk Maya and MotionBuilder.
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Automated pipelines by developing tools to maximize efficiency using Python.
Role: Graduate Teaching Assistant
Organization: Carnegie Mellon University
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Instructed over eighty students over the semester in Maya, Unity, and Adobe Creative Cloud for game development purposes.
2019 - Present
Walt Disney Imagineering
Glendale, California
2018 - 2019
Carnegie Mellon University
Pittsburgh, Pennsylvania
Role: Imagineer, Technical Animator, Animatronics Programmer
Organization: Walt Disney Imagineering
-
Programmed audio-animatronics for attractions in Tokyo Disneyland and Shanghai DS.
-
Rigged and animated characters utilizing Autodesk Maya and MotionBuilder.
-
Automated pipelines by developing tools to maximize efficiency using Python.
Role: Graduate Teaching Assistant
Organization: Carnegie Mellon University
-
Instructed over eighty students over the semester in Maya, Unity, and Adobe Creative Cloud for game development purposes.
Technical Director | Pipeline & Tool Development (CG Production Systems)
Multidisciplinary technical artist and engineer focused on building production tools, pipelines, and scalable workflow systems for animation and VFX
Unreal Engine Reels
Aerolune
A world above the winds
Real-Time Environment & Atmospheric FX Study in Unreal Engine 5
A stylized fantasy world created in Unreal Engine 5, set within a whimsical floating-islands environment inspired by gentle, storybook-driven fantasy and atmospheric worlds such as Studio Ghibli.
This project explores mood, wonder, and environmental storytelling through aerial compositions, waterfalls, floating bridges, volumetric fog, animated creatures, and large-scale worldbuilding.
My primary focus was applying cinematic techniques in a real-time environment, including Sequencer workflows, camera composition, lighting, atmospheric effects, and movement-driven storytelling.
Alongside the cinematic development, I also began building gameplay foundations through blueprint systems, collisions, traversal, and walkable world design, with the long-term goal of expanding the environment into a playable real-time experience.
1
The World Above the Clouds
Establishing aerial shot exploring atmosphere, scale, and environmental storytelling through layered composition, fog, lighting, and movement. Sculpted the floating-island environment in Unreal Engine 5 and developed environmental effects, creature animation integration, shaders, and lighting treatments to support the whimsical fantasy tone.
2
Dragon Flight Sequence
Cinematic traversal sequence featuring animated dragons, floating architecture, and movement-driven composition created using Sequencer and rig rail workflows. Niagara-based atmospheric VFX were integrated throughout the scene, alongside custom dragon textures and material development to support the world’s stylized visual language.
Tools & Workflow
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Unreal Engine 5
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Niagara
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Sequencer
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Blueprinting
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Landscape Sculpting
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Materials & Shaders
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Lighting & Atmospherics
Contributions
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Sculpted and dressed a stylized floating-island environment in Unreal Engine 5
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Developed custom materials, shaders, and environmental surface treatments
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Implemented atmospheric fog, lighting passes, and environmental FX to support mood and scale
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Created cinematic camera sequences using Sequencer and rig rail workflows
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Integrated animated creatures, dragons, livestock, and hot air balloons to enhance world movement and storytelling
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Built foundational gameplay systems using blueprints, collisions, and interactive scene logic
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Designed the environment as a fully walkable and scalable real-time experience