About me
Technical artist with a designer’s eye — half simulation nerd, half art director.

About me
I have spent the last eight years building imagery that lives between product design and science fiction: liquid simulations for cosmetics, procedural cities for game trailers, and abstract material studies that end up on billboards. My workflow starts in Houdini and Cinema 4D, gets lit in Redshift and finishes in Nuke, where the grade and grain decide whether a frame feels real.
I work directly with founders, creative directors and in-house teams — from the first mood frame to final delivery in every aspect ratio the campaign needs.



