//Technical Artist // PC, VR (mobile)

future is procedurally generated

// technical artist @ iniBuilds
// tool developer (PCG/editor)
// Unreal Engine, C++/Blueprints, HLSL, shaders
// currently working at intersection of games & simulation

//Technical Artist // PC, VR (mobile)

future is procedurally generated

// technical artist @ iniBuilds
// tool developer (PCG/editor)
// Unreal Engine, C++/Blueprints, HLSL, shaders
// currently working at intersection of games & simulation

tech artist with
strong fundamentals

// master of arts
// former 3D generalist & level designer
// high/low poly modelling & texturing
// now providing elegant solutions for art
// backed by 6+ years of game dev experience
// and 3 shipped games (both PC & VR)

tech artist with
strong fundamentals

// master of arts
// former 3D generalist & level designer
// high/low poly modelling & texturing

// now providing elegant solutions for art
// backed by 6+ years of game dev experience
// and 3 shipped games (both PC & VR)

now focused on

// pushing realism further in UE (shaders)
// working with nanite vegetation
// creating PCG's and making them work on GPU
// coding smart tools for artists (C++/BP)
// in free time I still like to create art
// and design levels in modern way

now focused on

// pushing realism further in UE (shaders)
// working with nanite vegetation
// creating PCG’s and making them work on GPU
// coding smart tools for artists (C++/BP)

// in free time I still like to create art
// and design levels in modern way