I’m a 3D Character and Creature Artist
focused on character design, anatomy and production-ready assets.
My work aims to balance expressive design with technical reliability across the full character pipeline.
I approach characters from a design-first perspective, starting with clear silhouettes and solid anatomical foundations before moving into high-resolution sculpting, texturing and final presentation. I place strong value on clean topology, readable deformation and materials that support the character rather than overpower it.
Prior to focusing fully on character work, I spent several years as Lead 3D Artist & Technical Developer at Microcoaster, where I worked primarily on technically accurate hard-surface assets such as roller coaster trains. This role required precision modeling, an understanding of mechanical constraints and production-oriented workflows, which continue to influence my approach to 3D work today.
I’ve also worked in a customer-facing role at Europa-Park (YULLBE Mannheim), gaining experience in service workflows within a large-scale entertainment environment. This helped strengthen my communication skills, reliability and ability to work within established processes.
Today, my focus is fully on character and creature design, with the goal of creating believable, well-constructed characters that integrate smoothly into professional production pipelines.