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Alex Haworth presenting technical work on stage
VisionOS developer event

I’m Alex Haworth, an Environment Technical Artist. I’ve spent 18+ years building game worlds in AAA, indie, and VR, including Halo 4, Call of Duty, The Witness, and Farpoint. At Apple, I built the procedural pipeline (Houdini/PDG, USD) behind every immersive environment on Vision Pro, and presented “Optimize your custom environments for visionOS” at WWDC 2025.

My work covers environment art, shaders, procedural systems, and pipeline optimization.

Open to environment art and technical art roles.

Skills

Environment Art
Modular world-building Set dressing & composition High/low poly modeling Sculpting PBR texturing Material authoring Scene lighting
Tech Art
Houdini tool development Procedural scripting Shader graphs Procedural texturing Procedural modeling Asset pipeline development Scatter & placement systems Procedural generation
Optimization
LOD & geometry optimization Draw call reduction Shader optimization Streaming & memory optimization Lighting optimization Performance profiling
Production
Vendor management Mentorship Workflow development Art-engineering collaboration

Projects

Apple Vision Pro Farpoint Battlefield Hardline The Witness Call of Duty: Advanced Warfare Halo 4 Call of Duty: Modern Warfare 3 City of Heroes Damnation

Companies

Apple Impulse Gear Shapefarm Visceral Games Sledgehammer Games 343 Industries Paragon Studios Ignition Entertainment Liquid Entertainment

Tools

Houdini Blender 3ds Max Maya Unreal Engine Unity Substance Painter Substance Designer Photoshop ZBrush