Modeling Artist with 7+ years of experience across games, film, and collectibles. Specialized in the full character pipeline from concept sculpt to production-ready delivery.
My work spans stylized and realistic characters, with strong focus on modeling, sculpting, and surfacing for both real-time and offline pipelines. Comfortable preparing assets for Unreal Engine 5, Unity, V-Ray, and Arnold, as well as optimizing geometry for 3D printing and physical production.
I enjoy working closely with rigging, animation, and other departments to ensure models are clean, well-structured, and built to move.
Led the character brief-to-delivery pipeline across production phases, including modeling, sculpting, UVs, baking, and engine integration in Unreal Engine 5. Ensure all assets meet topology, real-time readiness, and visual quality standards before milestone handoffs. Drive cross-team reviews and feedback cycles, bridging artistic intent and technical execution. Develop both stylized and realistic character models optimized for in-engine performance.
Led a production team of 10+ through the full character pipeline: modeling, sculpting, surfacing, and texturing using Maya, ZBrush, Substance Painter, Arnold, and Unreal Engine. Delivered workshops on hard-surface and organic modeling workflows, raising team-wide quality standards. Owned pipeline documentation, QC processes, and milestone reviews for all character assets.
Taught introductory 3-month ZBrush courses during the pandemic, instructing groups of up to 15 university students both on-site and online. Developed and delivered a curriculum focused on ZBrush and Maya, emphasizing digital sculpting workflows for creating stylized and realistic models.
Collaborated with students and professors at Full Sail University on academic and personal projects in an unpaid capacity. Completed a one-month contract sculpting and modeling all opponents and environmental props for the VR boxing game The Thrill of the Fight, including integrating optimized characters, textures, and hair cards into Unity.
Processed facial scan data using photogrammetry pipelines for MLB The Show 2019, contributing directly to shipped content. Performed retopology and real-time engine prep on crowd and prop characters. Assisted with asset integration and performance optimization across the character team.