About me

A young man with a beard and mustache, smiling, against a black background.

I am a Technical VFX Artist bridging the gap between cinematic vision and realtime performance. Specializing in Houdini, Unreal Engine, and Unity, I design scalable procedural tools and immersive simulations—from cinematic visuals to stylized effects.

With a strong command of the full pipeline (including Nuke and Gaea), I focus on delivering high-fidelity visuals that are optimized for production. I am results-driven and thrive in fast-paced environments where I can leverage technical problem-solving to deliver the best possible result.

Production Ready I believe that great VFX is a balance of artistic intent and technical efficiency. Whether I am creating a massive nuclear explosion or optimizing a particle system for 60FPS gameplay, my goal is always the same: tell the story without breaking the pipe.

Problem Solver First My background as a FXTD means I don't just brute-force visuals; I build systems. I enjoy creating Houdini Digital Assets (HDAs) and custom tools that allow the whole team to iterate faster and achieve consistent results.

Adaptable & Driven Having worked in fast-paced production environments, I understand the importance of adaptability. I am used to tight deadlines, rigorous iteration cycles, and the need for clear communication within a cross-disciplinary team.

SideFX Houdini logo
Foundry Nuke logo
Python logo with a blue and yellow color scheme.
Speedtree's logo
Logo for Quadspinner Gaea
Logo for Unreal Engine
Logo for Autodesk Maya