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I’m a multidisciplinary 3D and VFX Artist with end-to-end production experience across concept development, 3D asset creation, environment assembly, lighting, visual effects, and compositing.

WHY YOU SHOULD WORK WITH ME?

I deliver full visual pipelines from concept to final composited frame, with a specialization in VFX — simulation, procedural workflows, and post-production. I balance technical execution with a working knowledge of composition, color, and atmosphere. I am open to remote and project-based work.

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Production-Ready Delivery

Scenes delivered through to final render or video — lighting, camera, animation, and editing included.

Full Character Pipeline Awareness

Experience from concept to rigging, enabling effective collaboration with modelers, riggers, and animators.

VFX & Simulation

Procedural modeling, physics-based simulations, and destruction effects integrated into scenes for believable motion and impact.

Compositing & Post-Production

Final frame assembly, color grading, and integration of rendered elements into cohesive cinematic sequences.

Reliable Remote Workflow

Independent deadline management, regular WIP sharing, and professional handling of feedback rounds.

SOFTWARE & TOOLS

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Concept Art & Illustration

Character Design, Visual Development, Concept art

Adobe Photoshop · Procreate · Clip Paint Studio3D Production

Modeling, Sculpting, UV Mapping, Texturing, Rendering, Visual effects

Autodesk Maya · Blender · ZBrush · Substance 3D Painter · Houdini · Unreal EnginePost-Production & Compositing

Video Editing, VFX Compositing, Motion Graphics

Adobe After Effects · Adobe Premiere Pro · Nuke

MY PROJECTS

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[01] — CONCEPT ART


Pulsebound

A castle that feeds on heroes.

Pulsebound is a dark fantasy project about a cursed king and his living castle. Here, knights are the organs keeping the castle alive. Every fallen hero becomes part of it, trapped in an endless cycle of death, rebirth, and duty. Quite literally, the kingdom runs on its people.
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THE IDEA

What if a castle was a body, and its inhabitants were the organs keeping it alive? I wanted to take familiar fantasy tropes — brave knights, mighty kings, and grand castles — and turn them into something unsettling. In Pulsebound, you can serve your king even after death, and retirement is definitely not an option.

THE APPROACH

I created a series of concept illustrations, developed the castle’s locations, and designed characters through anatomical studies and technical drawings. The visual development combines medieval architecture, human anatomy, and dark fantasy imagery, exploring how organic structures can shape both the environment and its inhabitants.
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[02] — GROOMING


Red ruffed lemur

A ginger lemur having a bad day.

This project explores character grooming in Houdini, featuring a rather unfortunate ginger lemur. The goal was to bring the character to life through detailed fur work and expressive shapes.
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THE IDEA

I wanted to explore how grooming can shape a character’s appearance and personality, using fur as an essential part of its visual identity.

THE APPROACH

I sculpted the character, studied natural fur growth patterns, and experimented with Houdini’s Groom system to create a believable coat. The process involved shaping fur direction, adjusting density and length, and refining the overall silhouette to achieve a natural yet expressive look.
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[03] — VELLUM SIM


Paper Koi

Making digital fabric behave.

This project explores cloth simulation in Houdini using Vellum, focusing on fabric dynamics and the interaction between geometry and physical forces.
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THE IDEA

I wanted to explore how fabric behaves under pressure, how folds form naturally, and how simulation can be used to create complex shapes from simple geometry.

THE APPROACH

I worked with Houdini’s Vellum solver to simulate cloth compression and deformation, experimenting with physical properties and simulation settings to control the resulting folds and wrinkles. The process helped me explore how fabric dynamics can be used to create detailed forms and achieve a more natural result.
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[04] — PROCEDURAL ASSET


Stag beetle

Building things the procedural way.

This project explores procedural modeling in Houdini, focusing on creating a versatile 3D asset through a node-based workflow.
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