About
Technical Artist with a background spanning feature film VFX and real-time game development.
I spent years as a Senior VFX Artist and FX Technical Director on large-scale productions including multiple Marvel films, specializing in complex simulations and contributing to the visual direction and look development of key effects alongside supervisors.
Later, I transitioned into games, ultimately owning the end-to-end creation of environments for multiple music packs for Beat Saber, the best-selling VR game shipped on Meta Quest, PC/Steam, and PlayStation.
Across both disciplines, I build scalable procedural systems rather than isolated assets - combining rapid prototyping, Houdini workflows, and performance-driven optimization to turn abstract ideas into production-ready results that hold up to iteration.
