Contributed to a range of 3D visualization, interactive simulation, and virtual reality projects supporting Caterpillar's engineering, equipment visualization, and training initiatives.
Alongside application development, focused on improving the broader content production pipeline by building custom tools for Unity and Autodesk Maya, helping streamline asset preparation, scene configuration, repetitive development workflows, and integration between 3D content creation and real-time applications.
Developed and maintained real-time 3D and VR applications for industrial equipment visualization, interactive experiences, and training use cases.
Worked with complex machinery assets, translating detailed 3D models into interactive, performance-conscious scenes.
Implemented scene interactions, animation behaviors, lighting, materials, and reusable components to support different visualization requirements.
Collaborated across technical and artistic workflows to improve visual fidelity, application performance, and asset consistency.
Developed custom Unity Editor extensions and C# utilities to automate repetitive scene configuration, asset management, and component setup.
Created tools to streamline material assignment, object configuration, and event binding across multiple assets and scene objects.
Improved the consistency and scalability of workflows involving large numbers of 3D assets and reusable prefabs.
Designed utilities with reusability and maintainability in mind, allowing them to support multiple projects rather than a single application.
Built custom Maya scripting and automation tools to simplify repetitive modeling, asset preparation, and content organization workflows.
Supported more consistent asset exports and integration between Maya and Unity, reducing manual setup during asset transfer.
Worked toward improving asset naming, hierarchy organization, and pipeline consistency for complex 3D equipment models.
Improved real-time application performance through scene optimization, asset management, and rendering adjustments.
Investigated bottlenecks related to complex geometry, materials, scene composition, and runtime behavior.
Balanced the visual requirements of high-detail industrial equipment with the performance constraints of interactive 3D and VR applications.
A significant part of this work involved bridging the gap between 3D content creation and software engineering.
Rather than treating each project as an isolated application, I focused on developing reusable systems and tools that could improve the efficiency of the entire production workflow—from preparing assets in Maya to configuring and deploying interactive experiences in Unity.
This experience combined real-time 3D development, XR engineering, technical art, and pipeline automation to support scalable visualization workflows across different projects.