I’m a 3D Character Artist and Designer with a strong focus on realistic and stylized characters for games and cinematics. My passion lies in creating emotionally resonant, story-driven characters - the kind that feel alive even before animation begins.
With years of experience in both freelance and studio environments, I’ve collaborated with teams around the world, including KeokeN Interactive, Creative Assembly, Reallusion, and NetEase. My background combines digital sculpting, texturing, look development, and real-time optimization - from concept to final render or engine-ready asset.
Technically, I’m fluent in ZBrush, Maya, Substance Painter, Marmoset, but what truly drives me is storytelling through form, gesture, and expression.
Currently based in the Netherlands, I work remotely with clients and studios worldwide - helping bring unique visions to life through digital craftsmanship and creative precision.
Created high-quality, game ready character assets. My work covered the entire production pipeline - from sculpting detailed high-poly models to optimizing, building hairstyles using hair cards, retopology, UV layout, baking, and texturing.
Reviewed daily challenge submissions, provided constructive feedback, and moderated community content
Worked on cinematic characters, focusing on fashion and costume design, character detailing, and facial blend shape creation for expressive animation. Collaborated closely with the art and animation teams to ensure visual and technical consistency across all assets.
Created high-quality, game ready character assets. My work covered the entire production pipeline - from sculpting detailed high-poly models to optimizing, retopology, UV layout, baking, and texturing.
Built hairstyle using haircards
Developed 3D characters and props for use in games and cinematic productions, ensuring consistency with each project’s artistic direction and technical requirements.
Worked primarily on test projects for major titles such as Diablo, Call of Duty, Anthem, Crystal Born, and others - focusing on sculpting, modeling, and preparing high-quality presentation assets.
Collaborated with the internal team to explore workflows, meet visual benchmarks, and maintain production standards suitable for AAA pipelines.
• Helped on launching Thrill Rush Theme Park - Mobile Game. Mainly worked on modeling, texturing and polishing carts and environment assets. Also, got an opportunity to redesign some of the carts, environment peaces, logo and Icons
• Worked on modeling 3D props for Furiends - Mobile Game
Created 3D assets for a parachute simulation
Helped on creating games by using CSP Media's Game Party Unity SDK that allows iOS and Android mobile phones to play together on a Smart TV
• 2D Cover and card art Illustrations
• GUI Interface design
• 2D Character design and animation