I'm a 3D Character Artist specializing in real-time characters for games, working across the full pipeline from concept breakdown to engine-ready delivery. My main workflow covers high-poly sculpting in ZBrush, retopology and UV mapping in Maya, texturing in Substance Painter, clothing simulation in Marvelous Designer/CLO3D, and real-time implementation in Unreal Engine.
I come from a graphic design background, which directly shaped how I approach color, silhouette, and visual storytelling in every character I build.
Currently expanding my portfolio and open to work.