Who Who am I

3D Vehicle Artist with 3+ years of experience in AAA game development and a strong focus on vehicle hard-surface modeling for real-time engines.

I specialize in designing and producing game-ready vehicles, from concept interpretation to final Unreal Engine implementation, with a strong emphasis on industrial design, geometry optimization, clean UVs, and high-quality PBR materials.

My main tool is Blender, but I’m also fully comfortable working with 3ds Max, Unreal Engine, Substance Painter, and Marmoset Toolbag within established production pipelines. I’m used to working under strict poly and texture budgets, delivering optimized mid-poly assets suitable for large-scale, multiplayer environments.

I have hands-on experience collaborating with designers, technical artists, and animators, delivering vehicles that are animation-ready and technically sound (LODs, optimization, vertex painting, setup, and engine integration).

Background in Mechanical Engineering and Graphic Design, which strongly informs my approach to vehicle design, proportion, functionality, and manufacturability.

Currently working as a Vehicle Artist in a AAA production environment, focused on creating high-quality, performant vehicles for real-time applications.

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