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Hardsurface Artist
// Who I am

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.

// What I do

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.

5
Years Exp.
Resume
// Experience Highlights
  • 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
// Software Stack
Blender
Plasticity
Substance Painter
Marmoset Toolbag
Rizom UV
Unreal Engine
Freelance
Full-Time