Technical Artist
Hi, I'm Victoria!
I’m a technical artist with experience in game development, virtual production, and enterprise VR + AR; I care about creating experiences that matter to players.
My primary specialties include Unreal Engine, tool and pipeline development, shader creation, procedural art, profiling and optimization, and artist training.
Most importantly though, I do whatever I can to keep things running smoothly!

Work Highlights
2022 - 2023
Palia
Senior Technical Artist
2021 - 2022
Rebel Moon
Unreal Pipeline Engineer
2021
Netflix’s Avatar: The Last Airbender All Episodes
Technical Artist
2021
Ant-Man and the Wasp: Quantumania
Technical Artist
2020 - 2021
Star Wars : Kenobi All Episodes
Technical Artist
Other Professional Projects
C. Craig Patterson's Short Film, Fathead - Unreal Pipeline Engineer
Westworld Season 3, Single Episode - Technical Artist for Profiling and Optimization
Emancipation - Unreal Pipeline Engineer
Canceled Game Cinematic Trailer - Lighting and Environment Artist
Unannounced Tower Defense Game - Technical Artist for Crowd Simulation and Tool Development
Ninja Multimedia Promotional Game - VR Gameplay Programmer
Home Depot AR Photo Op - Interactive Developer
Programs & Languages
Unreal Engine
C++
RenderDoc
Substance Suite
Adobe Illustrator
Blender
Trello
Perforce
C#
Unreal Insights
Adobe Photoshop
Zbrush
Jira
Gaea
Skills
Tools Programming
Graphics Optimization
Lighting
3D Mathematics
Teaching
Data Analysis
Project Management
Technical Writing
Shader Creation
Environment Art
CPU & GPU Profiling
Talks &
Seminars
Mar 2020 - SCAD - Student Led Workshop - Physically Based Rendering and Material Optimization
Sep 2021 - IGDA Atlanta - “Editor Automation in Unreal”
Sep 2021 - IGDA Atlanta - “Breaking Into Interactive Entertainment : A Practical Guide”
Dec 2021 - IGDA Atlanta - “UE Profiling and Optimization for Everyone”
Mar 2022 - Technology Association of Georgia - Georgia STEM Day - “Game Development & Where to Start for Grades 9-12”
Mar 2022 - SCAD - Alumni Workshop Host - “Intro to Tool Development in Unreal”
Apr 2022 - Georgia Game Developers Association - “Building Worlds Faster : Unreal Editor Scripting for Level Design”
Oct 2023 - CG Pro - Alumni Circle - “Color and Composition for World Builders”
Oct 2023 - CG Pro - Intro to Game Development Class - Guest Instructor
Nov 2023 - Georgia Tech VG Dev - “What is Technical Art?”
Nov 2023 - Saudi Digital Academy - “Workflow differences between Games and Virtual Production”
Teaching
I’ve been teaching Unreal Engine for four years. This has included private tutoring, teaching classes, company training, and university curriculum development.
Currently I am an Unreal trainer at HomeTeam Game Dev and a realtime mentor at CGSpectrum.
If you’re a student, soon to be student, or recent graduate looking in this field looking for guidance on next learning steps, feel free to email me! I may not be offering lessons myself right now, but I am still familiar with the different options for studying (in the US at least). I can either point you in the right direction for your goals or will find someone who can.
Not So General Info About Me...
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My favorite type of art are the uncanny illustrations in old gaming magazine ads
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The Witcher 3 is the one game I’ve 100%’ed
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I would walk 500 miles. And I would walk 500 more…just to walk. Because I have and I legitimately really enjoy hiking. Seriously. I just really love rocks and want to see all of them.
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I am decent at coordinating groups in the context of boffer larp combat
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My muse is the UE default dragon head sprite
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I am an aspiring hobbyist circus performer. Fire hooping and aerials apparatuses are my current goals
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Every place I’ve worked at has an editor only beyblade spawning button hidden in Unreal
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I love learning about shaders so I can be a better material girl
General Info About Me
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I see tech art as being a ½ artist, ½ engineer. It's about making art direction technically plausible for the target platform while still conveying the intended experience. I automate tedious art tasks, make important art tasks hassle free, and firefight if an art team gets stuck. There is no such thing as too complex or too difficult. Just a lack of patience and willingness to keep breaking it down into simpler pieces.​
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I really think tool UI and documentation still matters. If people who learned Maya and Zbrush think a tool’s UI is unintuitive, chances are the problem is not them.
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I may have worked in a few areas, but I'm in this for games! I see play as a fundamental reflection of how people perceive, learn from, and interact with the world. The fact play can then be intentionally guided through games is something I've always found incredible. They are the one place where all other forms of art and hundreds of disciplines can converge into one area, and are where I want to spend all of my career exploring.
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If a skill ever becomes obsolete, great! I always jump at opportunities to learn something new and experiment with new solutions. However, I’m never chasing the new tech hype train. A shiny feature is still just a tool, not the result or the player’s/user’s experience. I create with what best delivers the experience, not using newness as a gimmick.
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I think maybe everyone should clean their keyboard more often and eat in front of their computer less
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Volunteer Work
IGDA Atlanta Board Member
2021
SIEGE Volunteer of the Year
2019
One of two volunteers of the year for the Southern Interactive Entertainment and Gaming Expo