I am a 3D environment artist with a strong foundation in feature animation, having spent four years at Pixar working on multiple feature films and shorts, where I developed both manual and procedural approaches to modeling, sculpting, and dressing organic and hard surface environments using tools such as Maya, Houdini, and ZBrush. I later joined DNEG where I was promoted to a supervising role, recognized for my ability to collaborate across departments and maintain high production standards while solving complex technical and pipeline challenges. In addition to leading teams, I developed workflow tools and optimizations to streamline production processes. I also worked as a lead asset artist on a collaboration with Epic Games, gaining hands on experience optimizing assets for real-time engines and building Houdini Engine tools while maintaining cinematic quality.
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