I’m a 3D artist and game developer focused on hard-surface/modular environment and prop creation, combining strong modeling, retopology, UV/texturing, and engine integration (Unreal Engine 4/5, including FX/Niagara, lighting, and materials). I enjoy turning concept art and sketches into polished real-time assets, from Substance 3D Painter baking/texturing workflows to Blender/Maya production and clean in-engine setup.
Professionally, I’ve contributed to game environments, weapons and characters’ assets, and pipeline-driven production in multidisciplinary teams, including work for WeBoat and collaborations like a virtual tour for the Assemblée nationale and the Hôtel de Lassy. I also enjoy communicating visually through design and editing support (banners/flyers/2D assets and concept art), and I’m comfortable collaborating across art, tech, and production to ship consistent, high-quality results.
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