I am a 3D artist specializing in environment creation, environment assets and props, with high proficiency in hard surface modeling. My familiarity with terrain generation software also allows me to deliver large-scale impact across a wide range of environments.
With a strong background in traditional art, design and architecture, and a continuous pursuit of knowledge, I bring a combination of creative vision and technical expertise to every project I take on.
My most recent career highlight was contributing to Battlefield 6 as a Level Artist, where I held significant responsibility for reworking the legendary Firestorm map.
Following that, I set out to prove my abilities across the full pipeline as a one-man operation - creating an independent stylized modular medieval town environment pack entirely from scratch, soon available on FAB.
I am ready to push my boundaries further and become part of a new team where I can take on greater independence, explore new areas of ownership, and continue to grow. I am also always eager to adopt new techniques and workflows, drawing on my substantial CG industry background - which includes Houdini pipelines, VFX creation and cinematographic lighting.