I’m Tina Dimova, a founder, creative director and 3D artist based in Madrid, Spain, with work across Europe and Southeast Asia. I thrive in multicultural environments and quickly adapt to new creative challenges to deliver engaging, visually rich experiences.
I enjoy combining storytelling, visual design and technical skills to create content for companies, NGOs and creative industries. I’ve collaborated with local artists and international volunteers, organized weekly Blender workshops to help beginners get started with 3D modelling and visual storytelling, and coordinated cross‑functional teams to deliver branding and multimedia campaigns.
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Día de los Muertos is a stylized 3D animated sequence inspired by the vibrant traditions and symbolism of the Mexican celebration of Día de los Muertos. Combining cinematic composition, atmospheric lighting, and rich environmental design, the project captures the spirit of the celebration in a short, visually engaging piece.
Created from concept to final render, the project showcases my skills in creative direction, environment design, 3D modelling, texturing, lighting, animation, rendering, and post-production.
CARRY ON 23 is an experimental video art piece selected for exhibition at the ITSLIQUID International Art Festival in Barcelona - 8TH EDITION, 2026. Through symbolic imagery, cinematic composition, and visual storytelling, the project explores themes of identity, routine, and the relationship between the individual and contemporary society. Blending artistic direction with digital production techniques, the work invites viewers to reflect on the balance between personal expression and the systems that shape everyday life.
Cambodian Identity is a stylized 3D animated short film exploring the relationship between Cambodian culture, identity, and freedom of expression through symbolic visual storytelling. Inspired by the country’s rich heritage, traditions, and contemporary social landscape, the film blends immersive environments, cinematic animation, and cultural symbolism to create an emotionally driven narrative that reflects both resilience and hope.
AROUND THE WORLD is an ongoing personal 3D animation series that celebrates the unique identity, culture, and atmosphere of destinations across the globe through stylized visual storytelling.
Each episode reimagines a different location using original 3D environments, animation, and cinematic direction, blending cultural inspiration with artistic interpretation rather than literal recreation. From iconic landmarks and architecture to local traditions, colours, and celebrations, every film aims to capture the essence of a place through a distinctive visual style.
The series showcases my work across the entire creative pipeline, including creative direction, concept development, environment design, 3D modelling, texturing, lighting, animation, rendering, and post-production.
Episode 1: Rio de Janeiro, Brazil.
DOPPEL - GÄNGER is a stylized music visualizer created for an independent music release, exploring themes of identity, duality, and self-perception through surreal visual storytelling. Combining cinematic environment design, atmospheric lighting, particle simulations, and symbolic imagery, the project transforms the music into an immersive visual experience where emotion and narrative evolve alongside sound.
For this project, I was responsible for the complete creative and technical pipeline, including creative direction, environment design, lighting, particle simulations, rendering, editing, and final compositing.
NO MAN’S LAND is a real-time cinematic project developed in Unreal Engine, combining performance capture and cinematic storytelling to create an immersive narrative experience. The production utilized Autodesk MotionBuilder to process and refine motion capture data before integrating the animations into Unreal Engine for lighting, scene development, and real-time rendering.
For this project, I was responsible for the complete motion capture workflow, including directing and operating the motion capture shoot, editing and refining the captured performances in Autodesk MotionBuilder, implementing the animations, and producing the final renders in Unreal Engine.
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