I’ve been working in visual effects, animation, and games for almost 18 years, always focusing on blending efficiency with artistry. Over the years, I’ve held many roles such as CG Supervisor, VFX Supervisor, lead modeler, and senior technical artist, which has given me a broad perspective on designing and developing workflows tailored to studio needs.
My specialty lies in character systems, particularly rigging, cloth, hair, muscle, and facial setups. Recently, I’ve been diving deep into character effects and pipelines, automating workflows in various software like Maya, Houdini, Unreal, and proprietary game engines. I enjoy leading teams and collaborating across departments to create innovative, robust solutions.
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