Senior Texture Artist and 3D Modeler with 10+ years of experience creating high-quality, game-ready assets for real-time pipelines. Specialized in PBR materials and the Substance Suite (Designer, Painter, Sampler), combining procedural workflows with handcrafted detail to build efficient, scalable assets for Unreal, Unity, web, and custom rendering pipelines.
I also develop procedural tools (generators, filters, and utility nodes) to streamline production workflows, automate repetitive tasks, and accelerate the creative process.