I’m an animator and digital artist specialized in sculpting and 3D modeling, with 1+ years of experience working with multidisciplinary teams to create organic characters and production-ready assets. My work focuses on organic modeling workflows, clean topology, rigging for expressive deformation, and lighting/texture setups that hold up in real-time and offline pipelines.
I’ve contributed to short films and game-related projects across tools like ZBrush, Autodesk Maya, Unreal Engine 5, and Substance 3D Painter, handling everything from character and environment asset creation to rigging (FK/IK systems, blendshapes, and animator-friendly controls). I also enjoy collaborating on production tasks such as compositing and editing, and I’m currently based in Vancouver while continuing to grow my craft in animation, rigging, and 3D asset production.
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