2D/3D Generalist
2021Started producing motion graphics, marketing animation and 2D/3D assets across the Adobe suite — learning that speed in production comes from structure, not heroics.
Technical Art · Real-Time · Pipelines
Senior Technical Artist
Building Motion Graphics, Real-Time Experiences, Production Pipelines & Creative Tools.
Technical Artist with 5+ years of experience creating interactive content, motion graphics, AR experiences, real-time assets, workflow automation systems, and production pipelines.

Currently
Sr. Technical Artist @ Cvent
About
I solve production problems through creativity, technical thinking, automation and content pipelines — sitting exactly where the art team and the engineering team meet.
Started producing motion graphics, marketing animation and 2D/3D assets across the Adobe suite — learning that speed in production comes from structure, not heroics.
Deepened into animation principles, visual effects and UI motion, building reusable template systems so campaigns could ship without rebuilding the same comps.
Moved into AR, Metaverse and real-time experiences at Queppelin — where art decisions became engineering constraints: poly budgets, texture memory, draw calls.
Now at Cvent: automating pipelines with Python and ExtendScript, owning asset lifecycle and performance, and translating between artists and engineers every day.
Technical Expertise
Select a domain to see the specific surface area I own in production.
Technical Art
Every item here has shipped in a real production context — reviewed by peers, documented, and maintained across sprints rather than demoed once.
Featured Projects
Each of these started as a bottleneck someone was absorbing manually. The work below is the system that replaced it.
Impact
Impact
Impact
Impact
Motion Graphics
Motion graphics is where I started and where the systems thinking began — templated comps, scripted variants and a shared timing language across every deliverable.
Master comps, expression rigs and scripted variant production.
Timing, easing and secondary motion applied as a system, not per shot.
Structure first — the sequence carries the message before the polish.
Campaign-ready output at variant scale, on brand every time.
Interface motion that communicates state instead of decorating it.
Timing system
stagger 70ms · ease-out-expo · shared across deliverables
Interactive Technical Demos
These are the same checks I run in production, rebuilt as live demos so you can poke at the logic rather than take my word for it.
Enforces the convention CATEGORY_TYPE_NAME_v### before an asset reaches the engine.
Suggestion
ENV_MDL_asset_v001
Estimates GPU texture memory and flags the optimisation I'd actually apply first.
against a 768 MB reference budget
Models how instancing and batching collapse per-mesh submissions into batches.
Timing, stagger and easing are design decisions — adjust them and watch the curve respond.
Tool Development
Every tool below started with someone losing hours to a repeatable task. Mock UI shown where the source lives inside studio repositories.
Python · Blender API
ExtendScript · AE
Python
Python · Unity Editor
Python · C#
Python · Git · Perforce
Technical Case Studies
Written the way I'd present them in a review: what was breaking, what I changed, and what actually improved.
Case Study 01
Challenge
Large content libraries grew faster than the conventions governing them. Assets were duplicated, versions were ambiguous, and finding the correct file depended on tribal knowledge.
Solution
Standardised naming conventions across categories, types and versions; encoded them in a validator and a renaming utility so the standard was enforced by tooling rather than by review.
Result
Reduced integration errors and improved consistency across projects — new team members could locate and trust assets without asking.
Case Study 02
Challenge
Repeated manual edits across animation variants: the same comps rebuilt, retimed and re-exported for every request, with drift in easing and brand treatment.
Solution
Reusable master templates with exposed controls plus scripted duplication, layer swapping and render queueing — turning variant work into a data-driven pass.
Result
Faster delivery cycles with consistent motion language across every output.
Case Study 03
Challenge
QA became the bottleneck: problems surfaced after integration, when fixing them meant re-exporting, re-importing and re-testing.
Solution
Moved validation upstream — naming, budgets, texture sizes and references checked before import, with a documented review workflow and peer-review checkpoints.
Result
Higher quality deliverables with fewer late-stage surprises and a shorter feedback loop for artists.
Experience
Generalist → FX and AR → Technical Artist. Each step added a layer of technical ownership on top of the craft.
2D/3D Generalist
3D Technical & FX Artist
Senior 3D Visualization Artist
Education
B.Voc — Film Making & AnimationJagannath Institute of Management Sciences (JIMS)
What I Bring To A Team
A technical artist is only useful if the team feels it in their week. This is where I take load off people.
Translating art intent into engine-safe, budgeted, integrated content.
Animation systems with a shared timing and brand language.
Unity and AR experiences that hold framerate on real hardware.
Python and ExtendScript tooling shipped to the whole team.
Texture memory, draw calls, LODs and lighting inside a fixed budget.
End-to-end flow from DCC export to version-controlled build.
Written standards that survive team changes and onboarding.
Removing the repeatable so people spend time on the creative.
Fluent with both artists and engineers, in both directions.
Validation upstream, peer review, regression notes per milestone.
Sprint planning, reviews and predictable delivery tracking.
Resume
Full experience, core skills, scripting and tooling stack, collaboration workflow and education — formatted for both recruiters and technical leads.
Contact
Open to Senior Technical Artist, Technical Content Artist and Pipeline / Real-Time Content roles — on-site, hybrid or remote.