I’m a 3D and Technical Artist with over a decade of experience working across video games, interactive experiences, and real-time 3D development. I began my career as an Environment Artist, building a strong foundation in modeling, texturing, lighting, and visual design. Over time, my interest in the technical side of art production led me toward shader development, visual effects, optimization, and finding creative solutions to the challenges of working in real-time engines.
Throughout my career, I’ve had the opportunity to work on a wide variety of projects, from interactive holographic installations for brands such as Adidas, Lexus, and Jean Paul Gaultier at VNTANA, to mobile and PC games at TicToc Games and Parallel Studios. These experiences have allowed me to take on increasingly technical responsibilities, including serving as Lead Technical Artist, developing art pipelines, implementing UI and animation systems, and working closely with artists, designers, and engineers to bring projects to life.
What I enjoy most about Technical Art is the opportunity to combine my artistic background with technical problem-solving. I understand both the creative vision behind a project and the practical challenges of making that vision work in a real-time environment. Whether I’m developing shaders, optimizing assets, creating VFX, or helping a team establish a more efficient workflow, my goal is always to find solutions that preserve visual quality while making production smoother for everyone involved.