About Me
Software Engineer, Technical Artist, and 3D Artist specializing in videogame development, with 2+ years of programming experience and 5+ years of 3D modeling and production experience. Experienced across software development, real-time graphics, shader development, and game-ready asset production, with a multidisciplinary background that supports collaboration across engineering, art, and design teams.
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Focused on software development for videogames and real-time applications, with experience building gameplay systems, quest systems, UI, player interactions, data structures, and runtime functionality.
Experienced with Unity, C#, C++, Python, and Kotlin, as well as Unreal Engine 4 & 5, Blueprints, Git, and Plastic SCM. Comfortable with object-oriented programming, debugging, system integration, and component-based game architecture.
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Focused on bridging programming, rendering, and 3D production through custom shader development, real-time materials, asset integration, optimization, and technical problem-solving.
Experienced developing HLSL shaders in Unity, working with textures, masks, transparency, animated material properties, and shader-driven visual effects. Additional experience includes asset and animation implementation, Blender Python scripting, rendering workflows, and engine integration.
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Experienced in 3D modeling and game-ready asset production, covering organic and hard-surface modeling, retopology, UV mapping, PBR texturing, material authoring, and asset optimization.
My primary production tools are Blender and Substance Painter, with additional experience in Maya, Marvelous Designer, Photoshop, and Clip Studio Paint. Familiar with the complete videogame asset pipeline from modeling and texturing through optimization, export, and implementation in-engine.
Let's Build Something Awesome!
Have a project in mind? Or would you like us to work together? Send me a quick note and let’s build something awesome together!