
Hi, I'm James, a classically trained artist and digital technologist. For 17+ years I've shipped games, prototypes and visualizations for game studios, app developers and R&D labs, and today slot and casino games are my specialty. Claude Code is my partner in Unity, so one hands-on artist moves at the speed of a small team, and I have a great time doing it.
Whole games,
owned end to end.
Slot games are my bread and butter. I've owned the technical art on entire titles: taking master comps apart, bringing them to life with animated sequences and real-time VFX, and getting it all running smoothly on the cabinet.
- Master compsPhotoshop
- AnimationAfter Effects
- Sequences + motionPNG · motion graphics
- Real-timeUnity · VFX
- CabinetShip it
Comp to engine
I break master comps down in Photoshop and After Effects and rebuild them as clean, game-ready layers and PNG sequences.
Animated sequences
Idles, wins, impacts and anticipation, built in After Effects and exported as PNG sequences, all the way up to full character animation.
Real-time VFX
Particles, shaders and real-time effects in Unity that blend seamlessly with the animated sequences, so nobody can see the seam.
Particles & motion graphics
Coin showers, sparkle, smoke and fire, plus motion graphics, all tuned to read beautifully on the cabinet.
Controllers & animators
Animation controllers and state machines built, upgraded and kept tidy across a whole game family.
Clones & upgrades
Cloning proven games into new titles and upgrading older ones, quickly and without breaking what works.
Big wins & features
Big-win celebrations, bonus rounds and feature presentations that make the moment land.
Want to see it?
Most of this work lives with the studios I made it for. Let's set up a private viewing.
Request a private viewingSome of my best work isn't public.
- HoloLens prototypes for US DoD ████████ ███████ at Microsoft
- CGI and VR for Lockheed Martin, DARPA and NASA JPL
- VFX for premium slot games on ██████████ proprietary hardware
Make it. Integrate it.
Ship it.
Real-time VFX & animation
Big wins, particles, shaders, UI animation and cinematics in Unity, Unreal and Godot.
Integration & pipelines
Assets reach developers at the right scale, in the right place, doing the right thing. Clean naming, optimized, tidy in Git and Perforce.
Slot games, end to end
From master comps to cabinet: real-time VFX, animated sequences, particles, motion graphics, controllers, big wins and features. I own the technical art on the whole game.
Claude as a partner
The craft came first. Claude Code, Cowork and MCP connect to Unity, After Effects and Google Flow and take the busywork, so more of my time goes into the art.
Building
I was shipping real-time VFX and animation for well over a decade before Claude Code existed. Now Claude is a partner: it takes the wiring and the busywork, often in the background, while I stay on the parts players actually feel.
- DesignI lock the look and timing myself in Photoshop and After Effects, the way I have for 17+ years.
- ExploreClaude drives Google Flow in the background and only comes back with solid results, so I keep working on other things.
- BuildClaude Code works with me in Unity over MCP: animation controllers, shaders, prefabs and particle systems, built to my spec with more detail and more layers.
- PolishTiming, VFX and performance, hand-tuned by me. That's the part that sells it.
> big-win celebration. Comps and my timing sheet are in Art/BigWin. Match them. ● flow background plates, running in the background ● unity-mcp create_gameobject BigWinFX ● unity-mcp add_component ParticleSystem (coins, 240/s burst) ● unity-mcp write_script WinCounter.cs ✓ flow: solid results kept, the rest discarded ✓ scene wired to your timing · ready to tune > nice. Timing and glow pass is mine.
What teammates say
“He started every day with an energy that inspired the whole team.”
The cut scenes and animations he made “were just outstanding!”
Great at “bridging the gap between the creative and technical sides of the game.”
“An inexhaustible font of creative energy and productive output.”
Where I've worked
Let's light it up
I'm based in the Pacific Northwest (Pacific Time) and open to remote Senior Technical Artist, real-time VFX and Unity roles in slots, games and beyond. Off the clock you'll find me outdoors on a Onewheel, imagining optimistic futures.






