Real-time rendering, shader development, material authoring, VFX workflows, rendering optimization, GPU/CPU profiling, debugging.
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.
Bridging art, rendering, and engineering for real-time production.
I build the systems behind visual quality, artist workflows, and performance reliability across engines, platforms, and production pipelines.
Editor tools, pipeline design, workflow automation, build/content pipelines, technical problem solving.
Languages
Engines
Rendering
Platforms
Tools
DCC
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 & Engineer - Faction Packed
Apr 2025 - Present
Kyoso Interactive · Full-time · Remote
- Architected the complete shader and rendering pipeline for a mobile-first multiplayer backpack battler, supporting a stylized hand-painted look while maintaining stable real-time PvP performance across devices
- Owned technical art direction as the sole technical artist on the project, partnering directly with the creative director and art director to drive rendering decisions, visual standards, and production workflows
- Created the full suite of in-game VFX and presentation animation work for items, UI, and gameplay feedback, improving readability, polish, and player-facing clarity
- Built artist-facing tools and content pipeline improvements that reduced repetitive setup work, accelerated iteration, and made day-to-day asset production more efficient
- Contributed as an engineer on frontend and gameplay-adjacent systems, collaborating with dedicated programmers while also delivering optimization solutions for a 3D mobile rendering stack
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 spanning AAA production, indie collaboration, and personal technical R&D.
A lot of my work is confidential, so what is shown here is intentionally surface-level, but it reflects the kind of rendering, tool, and pipeline work I focus on.
Contact
Want to talk tech art, rendering, tools, or opportunities? Reach out through whichever channel is easiest.
Open to senior and lead technical art roles.
Based in Michigan and open to full-time remote roles. I respond quickly and I’m always happy to connect on LinkedIn.