I’m a 3D Generalist focused on character art, technical assets
and production-ready workflows.
My work combines artistic design with technical problem-solving across a wide range of 3D disciplines.
I enjoy building everything from characters and creatures to hard-surface assets, visualizations and simulation-driven projects. My background spans artistic design, technical development and production-focused workflows, allowing me to move comfortably between creative and technical challenges.
Prior to focusing heavily on character and creature work, I spent several years as Lead 3D Artist & Technical Developer at Microcoaster, where I was responsible for creating roller coaster trains, CAD-based assets and promotional visualizations. Working with engineering constraints and production requirements helped develop a strong foundation in precision modeling, efficient workflows and purposeful design decisions.
Alongside hard-surface work, I have continued to expand into character art, digital sculpting, texturing and creature design. Whether creating a stylized character, a technical asset or a visualization, my goal remains the same:
Producing work that is visually compelling, technically reliable and built with clear intent.
Today, my focus is on creating believable digital assets that balance strong design, technical accuracy and production practicality.