I'm a hard surface artist focused on creating clean, production-ready assets for real-time applications.
With a background in game development and commercial projects, I combine strong visual design with efficient, industry-relevant workflows. My work is driven by precision, clarity, and a deep understanding of how assets perform in real-time environments.
I design and build optimized assets for games, interactive applications and real-time productions. My focus lies in hard surface modeling, including weapons, props and mechanical assets. I specialize in combining traditional modeling with modern CAD-based tools like Plasticity, enabling clean geometry and efficient production pipelines.
Alongside production work, I also teach 3D design and help individuals and teams improve their workflows in Blender, Substance Painter and real-time engines.
- Environment Artist on Lost Ember
- Freelance 3D work for automotive clients including Audi and Volkswagen
- Hard surface / weapons artist on an unannounced game project
- Teaching 3D design and animation at HTK Academy