Justice Shultz

I'm a Technical Artist

About Me

I’m a technical artist with a strong programming background and deep knowledge of art pipelines. I specialize in shaders, optimization, lighting, rendering, and VR. I am focused on delivering high visual fidelity across platforms.


I use GPU captures and data analysis to solve complex performance issues, always hands-on and solution-driven. I thrive in collaborative environments, helping teams overcome technical roadblocks.


I’m passionate about breaking down problems, mentoring others, and taking on new challenges. Game development evolves fast - I stay adaptable, curious, and committed to my team’s success.

Technical Skills

  • Languages: C#, C++, HLSL, GLSL, ShaderLab, Python
  • Engines: Unity (expert), Unreal Engine (expert), Custom/Proprietary Engines
  • Rendering: Deferred, Forward, Stereoscopic Instanced, foveated rendering
  • Platforms: Windows, Mac, Linux, Xbox (all), PlayStation, Mobile, VR
  • Shaders: Compute, Vertex, Pixel, Material/Shader Graphs

 

  • Tools: Visual Studio, Git, Perforce, RenderDoc, PIX, SteamVR, Azure DevOps
  • DCC Software: Houdini, Maya, Blender, 3ds Max, ZBrush, Photoshop, Substance
  • Web & UI: HTML, CSS, JavaScript, OBS, After Effects, Illustrator
  • Workflow: Tool building, optimization, pipeline design, automation scripting
  • Other: AI integration, database architecture, debugging, performance analysis

Years of Programming Experience working on software, robotics and games

Years of Experience in the gaming industry

Years of Experience as a technical artist

Shipped AAA Titles

Summary

Justice Shultz

Technical Artist with 5+ years of experience optimizing game performance, building artist-friendly tools, and crafting advanced shader pipelines—all with innovation and efficiency at the forefront.

Professional Experience

Lead Technical Artist - VAIL VR

Jan 2022 - Aug 2022 · 8 mos

AEXLAB Inc. · Full-time · Hybrid

  • Utilized Unreal Engine 4, specializing in VR Forward Stereoscopic Instanced Rendering
  • Made significant contributions to elevating the game's graphical quality in the VR domain, successfully rivaling industry-leading standards
  • Spearheaded the development of a comprehensive shader pipeline, equipped with advanced toolsets to empower artists
  • Collaborated with all teams to streamline development and enhance pipeline efficiency
  • Utilized Material Graph extensively for the creation of artist friendly VR ready shaders and materials

Environmental Tech Artist - Halo Infinite

Feb 2020 - Nov 2021 · 1 yr 10 mos

343 Industries · Full-time · Hybrid

  • Designed and executed workflow enhancements, custom engine tools, and external utilities to optimize performance and enhance productivity
  • Developed and deployed batch tools to automate large-scale asset corrections, improving workflow efficiency
  • Adapted assets for minimal memory consumption on older generation hardware, ensuring smooth performance across various platforms
  • Identified and resolved content issues through extensive troubleshooting, ensuring optimal performance and quality

Technical Artist - Unannounced

Oct 2023 - Present · 1 yr 5 mos

Warner Bros. Games San Diego · Full-time · Remote

  • Contributed to several high-profile franchises, ensuring top-tier visual fidelity
  • Designed and implemented complex shader pipelines and workflows, enhancing artist efficiency and creative flexibility
  • Optimized thousands of assets while maintaining strict quality standards across all projects
  • Developed robust optimization solutions, enabling smooth performance across multiple platforms
  • Engineered shaders incorporating cutting-edge rendering techniques to push visual quality

Technical Artist - Age of Empires

Aug 2022 - Jul 2023 · 1 yr

World's Edge · Full-time · Remote

  • Worked across multiple engines (UE4, UE5, Unity3D) to support diverse development needs
  • Specialized in Deferred & Forward Rendering in Unreal Engine 5.0 - 5.2, leveraging new advanced rendering techniques
  • Spearheaded the development and implementation of custom shaders, enhancing both visual effects and workflow efficiency
  • Attained exceptional performance optimization results, ensuring smooth execution on legacy hardware
  • Utilized emerging advanced features such as Nanite, Lumen, PCG, Strata(now Substrate), and Scriptable Tools

Portfolio

Informational posts, tech art techniques and showpieces from me over my years as a developer.

Note that a lot of work I do is confidential with companies, so I can only really show surface level things and personal projects. I am also actively adding to this section over time.

  • All
  • AAA
  • Indie
  • Personal Projects

AAA Project - Halo Infinite

Environmental Tech Artist

AA Project - VAIL VR

Lead Tech Artist

AAA Project - Age of Empires IV

Tech Artist

AAA Project - Unannounced

Tech Artist

Indie Project - Asteria

Indie Project - Asteria

Portfolio Piece - Personal Project

Shield Compute Shader Fluid Simulation

Portfolio Piece - Compute Shader Outline Baking

Baked Compute Shader Outlines

Article - Personal Project

Configuring ComfyUI for distributed use via Tailscale

Portfolio Piece - Compute Shader Shadow Baking

Baked Compute Shadows

Portfolio Piece - Personal Project

Shield Compute Shader Fluid Simulation

Portfolio Piece - Unity Image Layer Editing Tool

Unity Image Editor Tool

Portfolio Piece - VAIL VR

VAIL VR - VR Frag Grenade VFX

Portfolio Piece - VAIL VR

VAIL VR - VR Flashbang Grenade VFX

Tabularis Games LLC

My Game Studio - Tabularis Games LLC

Contact

Wanna get in touch? Reach out through any of these methods!

(+1) 360-990-7729

tabularrobin

Recruiters:

Based in Michigan, open to full-time remote senior or lead technical art roles. No role open? Feel free to bookmark me, I respond quickly. Always happy to connect on LinkedIn!