I’m a 3D artist and destruction/VFX specialist focused on building dynamic, interactive destruction workflows using tools like Houdini and Unreal Engine. I’ve authored HDAs, set up physics and breakable systems, and supported game cinematics with RBD simulation to help deliver believable, high-impact destruction moments.
Across roles in games and VFX pipelines, I enjoy translating design intent into robust asset and animation systems—whether that’s producing destructible props, integrating gameplay-related effects, or collaborating with environment and collision teams to keep everything performant and consistent. I am also a generalist that is proficient with shaders, texture creation, and modeling work, as well as blueprinting and game design.
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