Building worlds
with technical
precision
With 6+ years of experience in architectural visualization, I've worked across a wide range of disciplines — hard surface modeling, organic modeling and sculpture, VFX and simulations spanning liquids, smoke and fire, and cloth. My background also covers the full scope of character work, from sculpture and modeling to rigging and animation. Beyond architectural visualization, I take on the complete pipeline for game-ready characters, environments, and props, bringing the same technical precision to real-time work as I do to photoreal renders.
Alongside the production work, I've led a variety of demanding projects, communicated directly with clients, and mentored colleagues, helping them grow their own technical and artistic skills.
Across every project, I bring a sharp eye for detail and a perfectionist's commitment to getting every piece right — it's an approach that shapes how I work, not just what I work on. I'm equally comfortable working under tight, demanding deadlines, and I treat meeting them as a professional standard, not an exception.
About
I'm a Senior 3D Artist with over six years of experience in the industry, two of them at senior level. My focus is character and creature art, built on solid anatomy and finished with a stylized realism — not quite photoreal, but close enough to feel grounded.
Beyond character work, I'm equally comfortable in environment art, material creation, and real-time assembly in Unreal Engine — a versatility that comes from a fast learning curve and genuine curiosity about how every part of a scene comes together.
Areas of Expertise
Character & Creature Art
I sculpt and design from concept to production-ready detail, driven by anatomy.
Unreal Engine
I handle real-time assembly, lighting, and rendering for game and cinematic pipelines.
Architectural Visualization
I create photoreal interior and exterior renders, built on over six years of professional experience in archviz.
Environment Art
I build sets and scenes that support a character within its world.
PBR Material Creation
I tune physically based texture and shader work for believable surfaces under any light.
VFX
I work with fluid, fire and smoke simulations, cloth simulation, and particle systems for dynamic, believable effects.
Toolkit
Portfolio
Render Farm
Raw Render
3ds Max · V-Ray
Calm Tension
Raw Render
3ds Max · V-Ray
Modern Villa
Raw Render
3ds Max · V-Ray · PhoenixFD · tyFlow
Easy Evening
Raw Render
3ds Max · V-Ray
Cruise Room
Raw Render
3ds Max · V-Ray
Game Ready Mask
Character Prop
Blender · Adobe Substance 3D Painter
Project Title
ZBrush · Substance Painter
Protective Suits & Harness
Character Garment
Marvelous Designer · 3ds Max · V-Ray
LoK Raziel WIP
Digital Sculpture
Blender
Pillar Sculpture
Digital Sculpture
Blender · 3ds Max · V-Ray
Vases Sculpt
Digital Sculpture
Blender · 3ds Max · V-Ray
Project Title
UE5 · World Building
Project Title
Rail Clone · Forest Pro
Project Title
3ds Max · V-Ray
Project Title
Adobe Substance 3D Designer
Project Title
Adobe Substance 3D Sampler
Project Title
Adobe Substance 3D Painter
McLaren P1
Unreal Engine · Automotive Visualization
Certificates & Referrals
Learn C++ for Game Development
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"He showed attention to detail, a solid understanding of visualization workflows and an ability to collaborate effectively with both team members and stakeholders. His contributions supported the delivery of high-quality visual content, aligned with client expectations and company standards."
View full letterDownload my full CV
Detailed work history, software proficiency, and a complete project list, in one PDF.
Download CV (PDF)