Technical art and R&D

Make the visual ambition survive the frame budget.


I work inside existing Unity teams on the problems that sit between art and engineering: shader development, platform-specific optimisation, content-streaming pipelines, editor tools and feasibility studies. Recent work includes HLSL shaders for Unity 6.3 on Apple M-series, an Addressables pipeline for remote 4K content in WebGL and a React-to-Unity interface bridge.

Typical engagements

  • Performance investigation with a reproduction, a benchmark scene and an agreed acceptance measure
  • Shader or material family development
  • Pipeline and tooling work
  • Timeboxed R&D with a documented decision outcome