I'm a 3D artist and animator with over 6 years of experience creating cinematic, real-time-ready visuals for mission-critical applications in aerospace, engineering, and branded content.
I specialize in converting ultra-high-density CAD and concept designs into optimized, visually rich assets using a clean quad-based pipeline. My workflow blends precision with performance: modeling in 3ds Max, texturing with UDIM workflows in Substance Painter, and finalizing assets in Unreal Engine 5 or Marmoset Toolbag.
I’ve delivered work under tight deadlines for NASA, Boeing, Nokia, Columbia Sportswear, and other industry leaders, often collaborating with engineers, designers, and marketing teams to bring high-stakes projects to life.
I'm highly collaborative, deadline-driven, and comfortable owning the full 3D pipeline — from blockout to final render. Whether solo or in cross-functional teams, I bring strong communication and problem-solving skills to every project.
Currently open to freelance, contract, or full-time roles where creative storytelling meets technical execution.
• Optimized and modeled complex aerospace CAD data (100M+ polygons) into game-ready low-poly assets using 3ds Max.
• Created high-fidelity textures with Substance Painter employing UDIM workflows and vector masking techniques.
• Developed cinematic animations and mission visualizations for Intuitive Machines and commercial aerospace clients in Unreal Engine 5 and Marmoset Toolbag.
• Collaborated with engineers, project managers, and marketing teams to ensure technical accuracy and creative alignment.
• Managed multiple projects simultaneously under tight deadlines while adapting to evolving client requirements.
• Maintained a game-development workflow for delivering real-time-ready assets suitable for interactive presentations.
• Delivered over 16 lunar lander models and 5 full mission animations utilized in various formats across the world.
• Enabled cross-team collaboration by translating complex engineering data into accessible visual formats.