I started as a 3D Artist and gradually specialized as a Technical Artist, focusing on rigging in Autodesk Maya, custom material creation, and real-time environment development in Unreal Engine.
I work across visual composition, technical implementation, and performance optimization. I use modular workflows, dynamic materials, blueprint systems, and vertex painting to build coherent and scalable scenes ready for game engines.
My projects aim to combine artistic quality with technical accuracy, delivering environments suitable for games, architectural visualization, or cinematic real-time production.