Unreal Engine Technical Artist working across Film & Virtual Production, VFX Post-Production, Games, Advertising, VR and Immersive Experiences, with a particular focus on VFX, Lighting, Environments and Procedural Workflows.
I specialize in solving the technical challenges behind high-quality real-time visuals, developing workflows and systems that help artists push visual quality while meeting production requirements.
My work ranges from real-time environments and Virtual Production for feature films to VFX post-production, game development, procedural systems, Niagara FX, lighting, shaders, materials, optimization and rendering.
Unreal Engine is at the core of my work, complemented by tools such as Houdini, Blender and Substance. I also teach Unreal Engine and regularly share technical workflows through talks and workshops.
Technical Artist responsible for creating and optimizing real-time environments for
two feature films within a virtual production pipeline. Led and coordinated a team
while ensuring high performance, stability, and visual quality for on-set production
workflows.
Established in 2023, Greyscale Interactive is an indie game development studio, telling complex character-driven stories in multiple formats. We're currently developing a 3rd Person Action-Adventure video game called 48, and its epilogue called Hectic Days.
I work on different projects in the Art department, especially with the technical part in Environment, FX, Asset revision, Procedural Content Generation, Tool Developing and Render.
Creating efficient environment pipelines, tools, and workflows in Unreal Engine to
bring worlds to life, support art teams, and maintain project organization.