I'm a Technical Artist and VFX Artist specializing in Unreal Engine 5, with experience creating real-time visual effects, shaders, materials, and technical workflows for video games.
My work focuses on developing stylized VFX using Niagara, custom Materials, Material Parameter Collections, Blueprints, and procedural techniques to create optimized, reusable, and production-ready systems. I enjoy bridging the gap between art and technology by combining artistic creativity with technical problem-solving.
In addition to VFX, I have experience in 3D game art, including modeling, PBR texturing, material creation, optimization, and technical implementation in both Unreal Engine and Unity. I also work with Blender, Substance Designer, Houdini, and have experience creating shaders and materials using Amplify Shader Editor.
I am passionate about learning new technologies, improving production pipelines, and building high-quality real-time content. My goal is to continue growing as a Technical Artist in AAA game development while creating visually compelling and performant experiences.
I am a responsible, disciplined, collaborative, and detail-oriented professional who enjoys working in multidisciplinary teams and continuously expanding my technical and artistic skills.
Although I am hearing-impaired, I use a cochlear implant that allows me to communicate effectively in professional environments. Throughout my career, I have developed strong communication, adaptability, and problem-solving skills, enabling me to collaborate successfully with artists, designers, and programmers.
Provided technical and academic support to students at Academy by PolygonUS, helping them develop their skills in game art and real-time production while contributing to course quality and community engagement.
Responsibilities:
• Provided technical support through the Academy by PolygonUS Discord community, answering questions, resolving technical issues, and sharing important announcements and course updates.
• Reviewed and evaluated students' 3D art and game development projects, providing constructive feedback to support their learning and professional growth.
• Evaluated online course content and suggested improvements related to visual presentation, audio quality, spelling, and overall learning experience.
• Participated in community discussions about game development, Unreal Engine, Unity, Blender, and digital art, helping students solve technical and artistic challenges.
• Collaborated with the Academy team to improve course quality and enhance the student learning experience.
As a Technical Artist, I collaborated with multidisciplinary teams to bridge the gap between art and technology, developing real-time content and optimizing production workflows for Unreal Engine and Unity projects.
Responsibilities:
Created shaders and materials using Unreal Material Editor, Shader Graph, and Amplify Shader Editor.
Developed stylized real-time VFX using Niagara, Cascade, and Unity's Particle System.
Implemented asset integration and technical workflows in Unreal Engine and Unity.
Optimized environments and assets through mesh optimization, texture compression, occlusion culling, lightmaps, and performance profiling.
Created custom post-processing effects, including bloom, depth of field, lens flares, color grading, and tone mapping.
Developed procedural tools and workflows using Houdini.
Collaborated with artists, designers, and programmers to deliver high-quality gameplay features and visual effects.
Projects:
• Matchbox Adventures (Unreal Engine 5)
• Gumikin Space Cartel (Unreal Engine 5)
• Runeworld (formerly Metaverse of Legends) (Unreal Engine 5)
• Futureverse – Seekers (Unity WebGL)
• Demo Academy (Unreal Engine)
Worked as a 3D Artist creating stylized game assets and environments for Unity projects, collaborating with multidisciplinary teams throughout the production pipeline.
Responsibilities:
• Created 3D characters, environments, and props for the educational video game Ulumina in Unity.
• Modeled, textured, and optimized game-ready assets using a PBR workflow.
• Assisted with asset integration and scene setup in Unity.
• Collaborated with artists and developers to maintain visual consistency across the project.
Projects:
• Ulumina (Unity)
• Sci-Fi Corridor (Unreal Engine)
Worked as an Assets / Props Artist Intern at Red Helmet Experience, contributing to the production of a virtual reality project developed in Unreal Engine 4.
Responsibilities:
• Created and refined 3D props and environmental assets for real-time applications.
• Modeled, optimized, and prepared game-ready assets following production requirements.
• Collaborated with artists and developers to maintain visual quality and consistency.
• Assisted with asset integration and content production for a virtual reality experience in Unreal Engine 4.
Project:
• Virtual Reality Project (Unreal Engine 4)