I'm a polymath technical art leader with 30+ years in AAA game development, bridging art, tools, engine, and product. Currently a Principal Technical Artist at Bluepoint Games (Sony SIE), I build the tools, pipelines, and systems that help teams ship large, beautiful games.
CO3DEX (Codex, Code-X, Co-3d-ex, C-O3DE-X) is my personal knowledge repository—a collection of technical art tutorials, tools, workflows, and explorations across 3D graphics, game engines, real-time rendering, procedural generation, and creative technology. Whether you're working with O3DE, Unreal, Unity, Blender, Maya, or custom engines, you'll find practical knowledge from decades of hands-on experience shipping games and building tools that artists actually enjoy using.
Lane-Breaking: A Manifesto on Psychological Safety and Cross-Disciplinary Work in Game Development, Part 1 -
Lane-Breaking, Part 2: When One Lens Dominates -
Lane-Breaking, Part 3: Fake Safety, Real Safety, and the Courage to Steward -
Lane-Breaking, Part 4: Polymaths in a Specialist World -
The Swarm Doesn't Care What's Inside the Worker -
Desire and Expectation: The Prison We Build -
Natural Language Infrastructure: Making BATS AI-Callable -
The String Theory of Disappointment -
When Parallelization IS the Answer: Building BATS -
Don't Thread What You Can't Parallelize: Qt Async Done Right -
Python Logging Best Practices for Game Development Tools -
Working with Image Based Lighting (IBL) in O3DE -
Image Frequency Separation for Texture Detail Mapping -
Building PySide2 UIs with ChatGPT Code Generation -
Welcome to CO3DEX: Technical Art & Real-Time Rendering -