Hard-Surface · Game Assets · Product Visualization
I work as a 3D Artist focused on building game-ready, real-time assets that are meant to survive actual engines — not just look good in renders.
My core strength lies in hard-surface modeling, with a strong taste for vintage machinery, sci-fi props, and technically clean production assets.
I’ve worked across game studios and freelance pipelines, contributing to game assets, CGI film props, environment work, and product visualization.
From blockout to final optimization, I care deeply about clean topology, efficient UVs, and assets that perform well in both PC and mobile workflows.