About Me
I am a senior technical artist with deep experience building and modernizing real-time art, animation, and FX pipelines for Unity-based games and land-based slot content. I specialize in translating artistic vision into performant, scalable systems by combining shader development, tooling, and workflow design to support both artists and engineers.
My experience includes real-time animation and FX systems, custom HLSL shader development (sprite animation, flipbooks, recoloring, glow effects, UV scrolling), and reusable component-driven workflows that reduce reliance on baked animation and image-sequence pipelines.
I regularly build artist-facing tools to accelerate production, including Bezier path animation utilities, asset validation and cleanup tools, and standardized texture import and preset systems.
I have extensive hands-on experience with Unity, shader and particle systems, UI workflows, high-resolution asset integration, and performance-conscious content pipelines for both mobile and high-end cabinet hardware.
I collaborate closely with engineers and artists to identify bottlenecks, speed up iteration, and deliver maintainable solutions backed by clear technical documentation and best practices.
Throughout my career, I have contributed to and supported live products across various genres, including casual and casino games, at studios such as Ainsworth, PeopleFun, Self Aware Games, and Zynga. I have worked on titles such as Wordscapes, Big Fish Casino, Poker, Farmville, and Spore.
I bring a calm, systems-oriented approach to complex production environments and thrive in roles that value clarity, craftsmanship, and collaboration.
Mahalo,
Kellie Hucker
My Core Skills
My Work History
Ainsworth
Land-based slot game development and technical-art production.
PeopleFun
Mobile game development and production support.
Self Aware Games
Big Fish / Product Madness game development and technical-art work.
Zynga
Game development, production pipelines, and live-product support.