I'm a Senior 3D Artist with almost 10 years of experience in the game industry. Through the years, I worked on different styles from stylized to realistic, and handled both weapons and environments. I enjoy the creative and technical parts, like figuring out how to make a scene run better or adding small details that make the world feel more alive. For me, visuals shouldn't just look good; they should help the gameplay and the story. I care about clear communication, working well with the team, and staying curious in an industry that keeps changing.
Create hero assets and benchmark assets for the game.
Develop materials and textures to ensure visual consistency and quality.
Implement efficient asset optimization and PBR workflows to maintain performance
across platforms.
Contribute to pipeline improvements.
Mentor junior and intermediate artists on modeling best practices and tool usage.
For Honor, Far Cry 6, Skull and Bones
Created weapons, environments, and materials across multiple AAA titles.
Sub-led the weapon art team for For Honor, overseeing asset creation and
workflow.
Specialized in unique masks, tileable textures, and polish/optimization.
Collaborated with international Ubisoft studios and trained junior artists.
Assassin’s Creed Origins – Ship Artist
Focused on the Trireme ship’s visual polish, modeling, texturing, and UV
enhancement.
Contributed to collision and tech integration.
The Witcher 3 (Outsourcing)
Created small 3D props and environment assets for the game.