
Justice Shultz
I'm a Technical Artist
About Me
With a strong background in programming and a deep understanding of art workflows and pipelines, I specialize in shader development and optimization, lighting, rendering, characters, environments, and VR experiences.
I’m committed to pushing the boundaries of visual fidelity while ensuring projects run smoothly across platforms. By leveraging GPU captures and data analysis, I identify optimization opportunities and implement innovative solutions. My approach is hands-on and solution-driven—I thrive on solving complex technical challenges while supporting my teammates in overcoming obstacles.
One of my greatest strengths is breaking down complex problems into manageable, actionable steps. I enjoy mentoring and collaborating with colleagues, tackling challenges constructively, and adapting to new responsibilities beyond my listed role. Game development is ever-evolving, and I’m always eager to learn, grow, and contribute to the success of my team.
Skills
I bring a diverse skill set to the table and thrive on tackling challenges from all angles. I wear many hats—not just for the sake of it, but because I excel in them. I strive to bridge the gap between artists and engineers wherever possible.
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.
I am currently for remote full time work as a technical artist.
Professional Experience
Resume
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