Experience
2024 — Now
2024 — Now
Santa Monica, California, United States
Shipped a Snapchat+ subscription feature serving millions of DAU by designing and engineering a modular toon shading system for Bitmoji avatars, collaborating with design and product teams. Built with TypeScript in Lens Studio using screen-space edge detection across all 4 MRTs, reducing draw call overhead 4×.
Revamped 350K RPM avatar glTF/GLB generation C++ backend to pull assets remotely from new content management system via gRPC, replacing a pod-local model that required full fleet restarts to deploy updates. Enabled continuous, near-instant asset deployment with zero downtime; reduced outfit generation latency by 8% and cut pod count per region by 15%.
Designed and shipped a zero-downtime reroute of Bitmoji 2D render traffic to the 3D pipeline, building a custom Java proxy servlet and executing a phased 0→100% percentage rollout with full legacy avatar style support.
Led development of an interactive 3D avatar preview lens for a React based internal tooling platform to give artists a true WYSIWYG workflow aligned with the production render engine. Authored the design document, delivered HDR lighting, 3-DoF camera controls, animation playback, and CameraKit integration; adopted as the platform’s default viewer.
2015 — 2023
Designed and developed shaders and shading API in C++ for DreamWork’s award winning path tracer MoonRay, featured in 9 films including Oscar nominated How To Train Your Dragon: The Hidden World and Puss in Boots: The Last Wish.
Collaborated with artists and art leadership as primary shading consultant on multiple films to ideate new features and provide guidance using existing tools such as the look of Po’s fur in Kung Fu Panda 4.
Responsible for fundamental painterly rendering techniques on The Bad Guys and Puss in Boots: The Last Wish and improved efficiency of glitter shading on Trolls World Tour by +10%.
Improved accuracy of normal map shading and enhanced hair shading model by implementing research papers related to normal map filtering and hair glints respectively.
Helped prepare MoonRay for its open-source release, and led investigation into adding support for other open-source softwares.
2015 — 2015
2015 — 2015
Los Angeles Metropolitan Area
Improved efficiency of rendering scenes in Trolls by 20% by developing a utility shader that reduced the level of detail of fuzz in the environment.
Debugged shots for artists and fixed bugs in shaders that were halting production on Kung Fu Panda 3 and Trolls.
2014 — 2015
College Station, TX
2013 — 2013
College Station, TX
Education
Texas A&M University
Visualization
2013 — 2015
UCLA
B.A.
2009 — 2013