Hard Surface Artist focused on vehicles, environment props and production assets for games & cinematics.
I come from a high end architectural visualization background, which helped me develop a strong understanding of scale, materials, composition and environmental detail.
I work across the full asset pipeline from high poly and game ready modeling to UVs, baking and texturing, with a focus on clean, functional and production ready assets.
I’m currently transitioning into Unreal Engine realtime workflows including asset integration, materials, lighting, LODs and Blueprint based interaction systems.
I’m also interested in environment production and cinematic world building, especially scenes built around vehicles, props and hard surface assets.
Open to Hard Surface, Vehicle and Environment Artist opportunities in games and cinematics.