Technical Artist · Creative Technologist · Infrastructure Engineer
I work at the intersection of systems and craft — managing infrastructure at scale by day, building games and making art the rest of the time. I'm drawn to the places where engineering and creativity reinforce each other, and I'm always looking for more of them.
I studied Digital Technology & Culture at WSU Vancouver with a certificate in Game Development & Design — a deliberately broad foundation. I've since been a videographer, a motion designer, a full-stack developer, and now an infrastructure engineer supporting one of the largest financial institutions on the planet. Every step felt intentional at the time, and it still does in hindsight.
What I've found is that I do my best work at the seams — between creative and technical teams, between art pipelines and automation systems, between the person who knows what needs to happen and the person who can make it happen. I've been called "the glue" on more than one project, and that description fits. I take pride in being someone a team can rely on.
I've shipped game assets in Unreal, Unity, and Godot. I've animated 50+ videos for a digital art museum and led interviews with international artists. I've co-led Ansible migrations spanning ~300 automation scripts. I've art-directed 30+ artists on a commercial game release. I'm drawn to roles where all of that can show up at once — technical artist, pipeline engineer, creative technologist — and I'm genuinely excited about what those roles are becoming.
Directed 30+ 2D/3D artists across all assets for a fast-paced puzzle game set in a fantasy night market. Led the concept art team through visual direction, reviewed every asset, and contributed extensively as an artist throughout production.
A rogue-like deck-builder set in the afterlife, built entirely solo in Godot. All 2D card art, NPC illustrations, UI, custom shaders, particle systems, and animation — one of those projects where you learn something new every session.
Created in-game 3D assets for Unreal Engine using Blender, Maya, and Substance Painter. Also edited and composited the game's official trailer — a nice overlap of the 3D and motion sides of my background.
Co-led programming and art on a puzzle / shop simulation with visual novel dialogue in Godot. One of the more fun hats-on-at-once projects — mechanical design, illustrated characters, and environments all at once.
Concept art and illustration work across several dark fantasy projects spanning tabletop and video game formats — character design, environment concepts, creature work, and visual world-building.
Co-led a version migration across ~300 Ansible automation scripts. Authored PowerShell utilities for high-frequency patching blockers and built API tooling to surface server health data in real time for daily triage.
A flagship technical art project currently in development — exploring procedural systems, custom tooling, and the overlap between engineering and visual craft. More details soon.
Illustration, motion design, 3D art, and game assets made under the Briarghast handle — the creative side that runs alongside everything else.
I'm open to technical artist roles, game tools engineering, creative technology, and infrastructure positions at studios and media companies. If you're building something where art and engineering meet — or if you're just curious about the background — I'd genuinely love to hear from you.
clappjoelm@gmail.com ↑ Back to top