-Strong sense for composition, scale, and photorealism
-Advanced understanding of lighting, color theory, and mood
-High level hard-surface and organic modeling skills
-Strong set dressing ability, from gray box to final layout or Camera-driven composition
-Experience across realistic and stylized pipelines
-Efficient use of tileables, trims, decals, dirt maps, advanced material creation - PBR
-Ability to debug issues in post render or real time engine
-Extensive experience in 2D and Deep compositing
-Create or Translate concept art and provide art direction
-Enforce environment art quality standards, help to define final look
-Give clear, or receive constructive feedback and willing to adapt
-Dislike micromanaging, Ownership mindset
-Lead by example not by speech
-Help define asset workflows
-Improve efficiency - kits, templates and re-usability
-Break concepts or environments into clear, achievable sub tasks
-Cross discipline tech experiences and collaboration mindset
-Estimate timeline and resources, possible technical challenges
-Balance quality and expectations vs deadline
-Identify bottlenecks
-General knowledge in FX-CFX and Rigging
Growing up on a farm gave me a deep understanding and passion for creating digital natural worlds, human-made machinery and architectures. In 2009, while attending media university, I began my first official CG role as a hard surface modeling artist. Over the course of my early career, I transitioned from a modeler to a versatile generalist, capable of tackling more complex and challenging visual development and art direction tasks across a wide range of projects. As a professional bodybuilder, coach, and nature enthusiast, discipline and teamwork play a central role in both my daily routine and work approach. After gaining experience in Games and AAA cinematic, I ultimately ventured into the world of VFX, where I had the chance to manage, create, and shape content for films and TV series nominated for or winning prestigious awards such as the VES, BAFTA, and Oscars. I work closely with CG-VFX supervisors, production and occasionally with client-side representatives.
-Personal achievements
3DTotal - Staff choices
3DWorld - Features and tutorials
CGArena - Staff choices
Apple - WWDC 2017
Museum of Science Fiction ’s first annual Escape Velocity on 2016
Allegorithmic - substance demoreel 2016
3D Creative - Features and tutorials
Software knowledge - various levels
Maya, 3Ds max, Cinema 4D, Zbrush, Substance Painter, Photoshop, Nuke, After effects, Speed Tree, Houdini, Clarisse, Unreal Engine 5, Vray and Arnold
3DTotal
3DWorld
CGArena
Apple - WWDC 2017
Museum of Science Fiction ’s first annual Escape Velocity on 2016
Allegorithmic - substance demoreel 2016
3D Creative
MAXON showcase
Vray World
CG Society Frontpage banner
KOTAKU
Reddit
IMDB
Pinterest