Technical artist, somewhere between the art team and the engine.
Hi, I’m Danci, a creative technologist obsessed with building worlds we can actually feel. Forever chasing that moment when the virtual stops feeling virtual.
Research & talks
Publication
From Viewing to Playing: Bring-Your-Own-Scene Interaction for 3D Gaussian Splatting on the Web
PlaySplat brings hand-tracked, real-time interaction to browser-based Gaussian Splatting. Load your own capture and reach into it, no install.
Read about PlaySplatTalks
- Jul 2026SIGGRAPH 2026
Speaker, Birds of a Feather: Immersive Visualisation for Science, Research, Art and Digital Twins Applications. We presented SplatGarden.
Los Angeles - Jun 2026NVIDIA OpenUSD Insiders
Guest speakers on the livestream. We demoed SplatGarden and the browser 3DGS pipeline live on air, from capture to interactive scene. Watch the stream, 20K views.
Livestream
Press
- Jul 2026SCAD
“Enter ‘SplatGarden’”, a feature on the SplatGarden team and our SIGGRAPH talk.
scad.edu
Experience
- Sep 2026 – NowPalatial · Technical Artist
Co-directed product teasers and launch videos, built Isaac Sim scenes and release footage. Simulated robots interacting with SimReady assets from Palatial’s 3D generation agent in Isaac Sim and Newton, including rigid, articulated and deformable objects. Reviewed and published the product blog.
San Francisco - Jul – Aug 20264DV.AI · Creative Technologist (4DGS)
Effects R&D for brand collaborations including Burberry: Houdini particle simulation layered over virtual production with 4D Gaussian Splatting assets, and how 4DGS capture enters a post-production pipeline.
Remote / Los Angeles - Jun 2025 – Jun 2026Aako.Inc · Technical Artist (AR)
Custom shaders and procedural VFX in Reality Composer Pro and Unity, with Metal shaders ported to HLSL so one art direction held across both pipelines. Shipped in a live iOS app rated 4.9 on the App Store.
Remote / San Diego - Jul 2022 – Jun 2024FieldFusion Technology · Technical Artist (AR)
Real-time AR for live entertainment and brand work, including a New Year’s Eve livestream that peaked at 50,000 concurrent viewers, alongside R&D on Gaussian Splatting, cloth simulation and AI tooling.
Hangzhou, China - Mar – Jun 2022MORE Studio · Motion Graphic Designer
Part of the studio team behind 100 motion pieces for the Award360° Facet exhibition at pidan Gallery, and behind dynamic logos for brands. On the cycle&cycle brand I helped with packaging research, illustration and motion graphics. Watch a piece I worked on.
Shanghai, China
Education & community
- 2024 – 2026Savannah College of Art and Design
MA, Interactive Design & Game Development. Graduated May 2026.
Savannah, USA - Apr – Jun 2026Women in Animation
Mentee, Mentorship Circle: a program on virtual production workflows and real-time animation tooling.
Virtual - Jun 2025AWE USA
Conference volunteer at the world’s largest XR industry event.
Long Beach, USA
Awards & shows
Awards
- W3 AwardsGold: D:ual Space2026
- SPARK AnimationBest Student Short: The Memory Clocksmith2026
- NVIDIA AI Summit2nd Place, AI Voxel Studio2026
- The Rookie AwardsSelected: Gentle Monster (Film of the Year category) and The Memory Clocksmith2026
- SCAD Savannah Film FestivalOfficial Selection, Student Animated Shorts: The Memory Clocksmith2026
- Meta Morph AwardShortlisted2024
- London Chinese Art ExchangeSilver Award2023
- Golden Crown International DesignGold Award2021
- H.C. Andersen Art AwardsBronze Medal2021
- Hiiibrand International Brand DesignMerit Award: Moonbounce Museum2021
- Singapore Art DesignSilver Award2021
- Hong Kong Contemporary DesignBronze Medal2021
Exhibitions
- GDCManitaire VR2026
- SCAD Animation ShowcaseScreened: Lotos Station, The Memory Clocksmith. Making-of roundtable: Gentle Monster2026
- SCAD DayLotos Station2025
- Dubai Design WeekHUG2024
- ChinaJoyRecur2024
- London Chinese Art ExchangeGroup exhibition2024
Code & craft
I’m happiest when a problem is half creative and half technical, when the engineering and the visual storytelling push each other forward.
I enjoy the full journey from early look dev to the final frame, and building the tools and pipelines that get a team there faster. Right now I’m deep in real-time physical simulation, chasing worlds that react and feel alive in the moment.