I’m a character artist with 5 years of professional experience creating expressive, animation-ready characters for internationally distributed animated productions and interactive experiences. I specialize in character modeling, digital sculpting, retopology, UV layout, texturing, and production pipelines—always aiming for clean topology, efficient workflows, and results that are rig-friendly and ready for animation.
Lately, I’ve been expanding my expertise in real-time technologies and technical art for Unreal Engine, while continuing to deliver production-ready assets that meet quality and technical standards. I’ve also contributed to building large libraries of Substance 3D-ready assets and developed realistic VR characters for Unity-based applications, combining artistic craft with strong optimization and practical implementation.
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