I’m a proficient 3D environment and prop artist with strong skills in Blender, 3Ds Max, CAD, and Substance tooling. I specialize in hard-surface modeling, modular environment creation, and texture work for real-time pipelines, delivering game-ready assets and visually cohesive worlds. I love collaborating with leads, art directors, and technical artists to push the boundaries of efficiency and aesthetics in production.
From concept to implementation, I enjoy researching scalable workflows, integrating assets into Unreal Engine 5, and optimizing kitbash pipelines. I’m committed to visual consistency, performance, and continuous learning across the toolchain, always aiming to elevate the quality and reliability of asset production in game and simulation contexts.
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