About me

I’m a 3D Environment and Lighting Artist with over five years of experience in the gaming and real-time 3D industry, working on both AAA titles and interactive applications.

My work focuses on color, composition, visual storytelling, and player-centered design, with hands-on experience creating and optimizing game-ready assets. Managing static and dynamic lighting setups, LODs, collision meshes, lightmaps, cubemaps, atmospheric VFX, and other elements required to meet performance targets.

I consider myself a link between the technical and art side, striving to achieve the best possible results with the least use of resources, thanks to my knowledge of profiling, polycount budgets, draw calls, and frame-time metrics.

I’m proficient with industry-standard DCC tools and game engines, quick to adapt to new tools and pipelines, and comfortable taking on varied tasks while prioritizing effectively to meet deadlines. I’m reliable, organized, able to communicate clearly with leads and collaborate seamlessly with other departments.

If you’d like to see more detailed examples of my work, feel free to explore my portfolio or review my resume for a deeper look at my experience. I’m always open to discussing new opportunities, roles, or collaborations—don’t hesitate to get in touch.

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