A showcase of some of my favorite VFX tools I've worked on
With over seven years of experience in the games industry, I like to work with passionate teams and help them reach greater heights.
My expertise includes creating versatile, production ready shaders and VFX, developing powerful art tools, and implementing complex UI and VFX that enhance the overall player experience. I am committed to delivering exceptional results and pushing the boundaries of what's possible.
Let's work together to bring your creative vision to life!
Obey Me is a frantic 3D Brawler. Here's a collection of some of my favourite VFX I've worked on as Lead VFX artist
With over 7 years of professional experience, I am very familiar with most aspects of the engine.
Throughout my career, I have not only led small teams but also had the opportunity to mentor junior Tech and VFX artists.
As a leader, I understand the importance of fostering a collaborative work environment, as well as setting clear expectations and providing constructive feedback.
As a mentor, I am passionate about sharing my knowledge and experience with others, helping them grow professionally.
My primary coding language for over 6 years. I prioritize writing clean and maintainable code that is user-friendly and intuitive to use.
Proficient in the use of the Art tools and Material creation in Unreal Engine. Skilled in Blueprints, custom bridging tools, UI implementation and VFX development.
As a Lead VFX artist, I have extensive experience in managing and directing VFX teams, overseeing asset production, and defining VFX art direction.
I am proficient in developing and managing pipelines and tools for both in-house and outsourced artists, ensuring a smooth and efficient workflow.
I can also create complex VFX, to communicate gameplay mechanics in a visually stunning way.
I have extensive experience using Blender for 3D modeling, and have a strong understanding of material development, having created a variety of materials for use in different environments.
I have experience developing custom tooling within Blender to improve workflow and productivity
I have created a wide range of production-ready shaders, including environment, character, VFX, and UI shaders.
I also specialize in developing custom editors that make working with shaders a breeze.
I have maintained art databases, overseeing the release of VFX and art assets. Additionally, I have developed custom GitHub actions and provided mentoring and troubleshooting support to the art team for Git-related issues.
I have experience implementing UI from design software such as Figma into game engines. To facilitate this process, I have developed tooling and created code APIs that make it easier for both engineers and artists to work with these interfaces.
I have extensive experience in tool scripting with various languages such as Python, Javascript, Mel, and Maxscript.
I have created custom tools for Blender, 3Ds Max and Maya, streamlining my team's workflow and automating repetitive tasks such as asset exporting and batch processing, enabling teams to create visually stunning projects faster.
I also have production experience with ShotGrid API
I have experience in developing Smart Materials and creating custom textures, creating custom export presets, and app bridging.
I ensure that the textures I create not only look good but are also optimized for the target platform, and I'm capable of creating custom export presets that allow for efficient and streamlined asset exporting.
Pipeline tool creation Asset optimization, Shader Development, VFX production and tooling, Environment texturing, Working mostly in UE5, with some projects in Unity
Acting Technical art lead In charge of art CI/CD, ensuring smooth development and deployment processes.
Art pipeline management and tooling. Shader and VFX development. In-game UI implementation, deployment and scripting. Tool creation, mentoring, documentation and onboarding, both for in-house and outsourced artists.
VFX production, VFX art direction, implementation and system/tooling development. SCRUM master for VFX and Art teams. Pipeline and Workflow improvements and tooling. Shader development. Tool creation, documentation and onboarding, Animation scripting
VFX production, implementation and scripting, Shader and postprocessing development, Art pipeline tooling and documentation
Game ready asset creation and deployment. Modeling, texturing and optimization.
3D Game ready asset creation and deployment. Modeling, rigging, animation. Texturing, custom shading development, Mobile-optimized asset creation, Models for AR/VR Unity apps
Spiderman: Across the spiderverse, is one of the most visually impressive animated movies I’ve seen. For this piece I wanted to recreate the Spot transformation scene in Unreal Engine 5, to try to push the boundaries of what I can techincally and visually achieve. …