

A technical Artist blending 3D animation craft with game-development execution. I work in Unreal Engine 5 and Maya, specializing in real-time pipelines, PBR workflows, and mocap cleanup/integration (FBX/BVH). My background spans award-winning UE-driven film projects and production UI/visual work for global campaigns. Currently, I focus on tools and workflows that help teams ship polished interactive experiences faster
Real-time, animation, and interactive pipeline work.
Production-ready workflows in UE5.
High-fidelity asset creation & shading.
Bridging art and technical implementation.
For tools, gameplay systems, and web prototypes.