Mass Virtual | Professional Work

Virtual Hangar - The Ultimate Enterprise Training Solution (Company Video)

Virtual Hangar - Where Training Meets Readiness (Company Video)

CV-22 Maintenance Pre-Flight. I had the privilege to work on several VR training applications for this air-frame. Including porting of desktop VR modules to standalone VR and mobile tablets.

CV-22 Maintenance Pre-Flight. I had the privilege to work on several VR training applications for this air-frame. Including porting of desktop VR modules to standalone VR and mobile tablets.

C-5 Fuselage Trainer. I had the privilege to lead this project. Everything from modeling, texturing, lighting and shader development to planning and managing art tasks, optimization solutions, and QA testing.

C-5 Fuselage Trainer. I had the privilege to lead this project. Everything from modeling, texturing, lighting and shader development to planning and managing art tasks, optimization solutions, and QA testing.

Mass Virtual – Production Supervisor (January 2024 - August 2025), Lead 3D Artist (October 2021 - January 2024), Senior 3D Artist (October 2020 - September 2021)

At Mass Virtual, I spent five years bridging art, software engineering, and production to deliver cutting-edge VR training experiences for enterprise and defense clients. I led a team of artists, designers, and software engineers, focusing on pipeline development, optimization, and cross-platform deployment from high-end desktop VR to standalone headsets and mobile tablets.

My contributions included:

Pipeline and Workflow Design - Established prefab, shader, and lighting standards that reduced rework, stabilized delivery, and allowed content to scale efficiently across devices.

Performance Optimization - Diagnosed bottlenecks and implemented processes for asset optimization, ensuring graphically intensive applications ran smoothly on Quest-class hardware.

Technical Art and Shaders - Authored custom shaders (custom lighting models, simplified particle systems, fake shadow casters, etc.) tailored for mobile/standalone VR, balancing visual fidelity with performance.

Leadership and Production - Supervised a cross-disciplinary team, managed deadlines with project management, and conducted one-on-ones and performance reviews to support team growth.

Porting and Scalability - Led efforts to bring complex desktop VR modules to mobile and standalone platforms without sacrificing quality or user experience.

The public work shown on Mass Virtual’s site highlights just a fraction of these projects, but behind the scenes my focus was always on scalable pipelines, optimized visuals, and empowering teams to deliver immersive VR training at the highest quality.

Company Website: https://www.massvirtual.com/