As Art Director I have worked on various Commercials, TV Productions, Music Videos and Live shows, owning visual direction from concept to delivery.
Working with many teams and people across the globe ranging from artists,modellers,designers,compositors.
Model & Shade assets in Maya, sculpt & bake in zBrush and texture in Mari or Substance Designer to establish look-development standards that keep visual consistency across shots and projects.
Produce motion graphics in Cinema4D, render across multiple engines such as Redshift, Arnold, Cycles and Octane, depending on project needs and composite the final shots in Nuke. Designing production workflows that improve turnaround time and cross-department collaboration.
Act as on-set VFX Consultant advising directors and DPs on effects feasability and shoot-day considerations, handle compositing and tracking for live-action plates.
As Lead VFX Artist I have owned the visual effects pipeline from concept through in-engine implementation in Unity.
Design ability and skill VFX for players and mobs, direct bossfight visual effects and combat feedback, including impact effects, and encounted specific set pieces and build environmental effects such as weather, particles, destruction with in engine tools & Rayfire, and atmosphere to reinforce level mood and readablity. Develop custom shaders and materials-based effects for skills and objects, concept and produce MTX visual effects for player-facing content, and troubleshoot and optimize VFX and shader performance across platforms.
I am also working on a solo-developed Unity URP based FPS game, handling landscape design, terrain sculpting, game design and environmental effects.
I have worked with both fintech & commercial clients on motion graphics and visual effects, taking projects from first concept / figma files to final render using mostly Cinema 4D and Redshift, using different tools to get the most out of quick deadlines.
Along side it building procedural effects and pipelines to keep the pace up.