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