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Tools

UE5 Asset Auditor Tool
Problem: Large Unreal projects can accumulate inconsistent asset settings, naming issues, expensive material setups, oversized textures, missing LODs, collision problems, and platform-specific optimization risks. These problems are often spread across many folders and are time-consuming to review manually. Solution: Built an EUW Tool backed by Python that scans selected assets or full folders, and flags optimization and pipeline issues using configurable rulesets for Environment, Character, Props, Mobile, and VR assets. Outcome: Helps developers quickly identify, prioritize, report, and safely fix common production asset issues.

Material Layer Batch Tool
Problem: Large environments require many assets and material instances to share consistent weather behavior, which can be slow and error-prone to update manually.
Solution: Built a UE5 Weather Profile Tool that lets artists create reusable profiles and batch-apply material layers, accumulation textures, displacement overrides, normal animations, and weather parameters across multiple assets.
Outcome: Speeds up iteration, keeps weather states consistent, and makes the system more scalable and artist-friendly.
Solution: Built a UE5 Weather Profile Tool that lets artists create reusable profiles and batch-apply material layers, accumulation textures, displacement overrides, normal animations, and weather parameters across multiple assets.
Outcome: Speeds up iteration, keeps weather states consistent, and makes the system more scalable and artist-friendly.

Maya Lock & Quick Selection Python Tool
Problem: Modeling could be slowed down by manually clicking objects vertices.
Solution: Created a tool to save your selection, save and freeze transformations.
Outcome: More efficient modeling using tool
Solution: Created a tool to save your selection, save and freeze transformations.
Outcome: More efficient modeling using tool

Multiversus Skin Data & Material Tool
Problem: Skin data and materials take too long to implement for each skin
Solution: Created a python tool that will automatically generate data with a lot less clicks.
Outcome: I am able to create skins in 5x less time than entering data manually
Solution: Created a python tool that will automatically generate data with a lot less clicks.
Outcome: I am able to create skins in 5x less time than entering data manually

Building Tool
Problem: Simple city environment would be boring with the same building sizes and types.
Solution: Created a tool to efficiently model buildings by using modular kit alongside procedural generation.
Outcome: Able to create multiple buildings within a few instances
Solution: Created a tool to efficiently model buildings by using modular kit alongside procedural generation.
Outcome: Able to create multiple buildings within a few instances

Waterfall tool
Problem: Hand-crafting individual waterfall assets for a project that requires a lot of them, and iterating on them, was extremely tedious.
Solution: Scripted a spline-based system which allowed the artist to dynamically shape their waterfall.
Outcome: Me and my teammates could easily manipulate the waterfall to fit with the environment without the need to go back into the 3D modeling software.
Solution: Scripted a spline-based system which allowed the artist to dynamically shape their waterfall.
Outcome: Me and my teammates could easily manipulate the waterfall to fit with the environment without the need to go back into the 3D modeling software.
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