About Me
I am a Junior 3D Character Artist specializing in game-ready characters for real-time engines. My primary focus is organic sculpting, human anatomy, clean deformation topology, and PBR texturing, with an emphasis on assets that integrate reliably into production pipelines.
I work primarily with ZBrush, Maya, Substance Painter, and Unreal Engine 5, and I am experienced in taking characters from high-poly sculpt through retopology, texturing, baking, and in-engine implementation. I enjoy working within technical constraints, iterating based on feedback, and collaborating closely with artists, animators, and designers.
My background includes both team-based game projects and client work, where I have contributed character assets under tight schedules and fixed pipelines. I value clear communication, continuous learning, and supporting the team wherever needed, and I am motivated to grow as part of a collaborative 3D game development environment
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Available for full-time, remote/ on-site character artist roles

