Agronova —
SimGen Studio

Game ProducerTechnical ArtistUE5 · Maya

An educational simulation game teaching drone operation and agriculture to high school students — built in collaboration with Purdue's Department of Agricultural and Biological Engineering.

Game demo — includes decal system for crops in action

Producer & technical artist

I was the liaison between the team and the client, keeping the project aligned with the professor's vision across a full academic year. That meant running twice-weekly check-ins, managing our task lists, and making sure everyone had what they needed to keep moving.

On the technical art side I did a lot of the foundational work: a base character model, a Maya tool to modify body shape for the character artist, rigging and importing characters into Unreal, advanced environment materials for the level designer, and the decal system for the crop assets built by the systems engineer. Leading production while also being heads-down in the tools was a real lesson in context-switching.

Capstone presentation — the full team walks through the development process

What this taught me

Managing a team while also being a technical contributor taught me that production is itself a design problem — the systems you build for communication and scheduling shape what the team is actually able to make. I came out of this knowing how to lead without losing the hands-on work that I care about most.