I'm an Emmy-nominated 3D artist with professional experience since 2017, specializing in modeling, texturing, and look development. I've contributed to projects across television and AAA game development, bringing high-quality assets to life with a strong focus on detail and storytelling. Currently, I play a leadership role in the development of Kaidro: Clan Battle, contributing to asset creation and the game's visual quality.
Independently manage end-to-end 3D product development,
from design and additve manufacturing to branding, product
photography, fulfillment, and customer engagement.
As both a contractor and lead artist on Kaidro, I was responsible for creating and overseeing the development of 3D assets, including characters, weapons, vehicles, and environment props. While leading production, I was also actively involved in asset creation alongside my team. I played a key role in refining asset workflows, ensuring consistency, and optimizing models for real-time use. Additionally, I helped develop a swapping part system for modular assets, improving customization and flexibility. I also led the revamp of existing assets, updating older models to align with new workflow standards, including UV and texel density improvements, and optimizing texture maps to fit the game’s evolving art direction and rendering requirements. My contributions extended to providing feedback and guidance to the 3D art team, streamlining production, and maintaining visual quality standards.
I worked as a contractor at Gadget-Bot Productions, contributing to projects such as Apex Legends Mobile, Bonelab, GreenPark, Highstreet, and Kaidro. While I created models for characters, weapons, vehicles, and environment props across various projects, I primarily worked on Kaidro. In addition to asset creation, I helped develop a swapping part system for assets to enhance modularity and customization.
Created and refined stylized and realisc characters, updang
legacy assets for new rigs. Produced character accessories,
weapon assets, and power-up environment props, delivering fullpipeline
producon from high-poly sculpng and baking to final
PBR texturing in ZBrush, Blender, Maya, and Substance Painter.
• Created realisc and stylized 3D assets and virtual environments,
including airports, for virtual sets and green screen footage.
• Rigged, animated, and rendered assets using Maya, Arnold, and
Redshi, leveraging remote render farms and distributed team
collaboraon.
• Created moton graphics, promos, and ads for television and web
as a graphics artst for live broadcast.
• Promoted to 3D Art Lead, designing and producing 3D virtual
sets for green screen and on-air talent.
The project was called Day 7.
I was the lead concept artist and I've worked on poster art and kick starter rewards.