
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
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