About
Half artist,
half pipeline.
I started in game programming — learning C++ and C# — then moved into 3D and found my spot right where the two meet: environments for film and the tools that keep that work moving.
In production I handle modeling, environment creation, set dressing, layout and lighting — the parts of a shot that decide whether it reads. In Unreal I take environments from greybox to lit, optimised and dressed.
My add-ons come out of that work, not out of a roadmap. Texture Pipeline Studio exists because PBR libraries across four resolutions were being managed by hand. LinkFlow exists because nobody could answer "what is this scene even linked to?".
If a task has annoyed me three times, it becomes a script. If it annoys the whole team, it becomes an add-on.
Currently
Environment Artist · Technical Artist · Tool Developer — open to remote collaboration and add-on support.
Capabilities
What I actually do.
Environment art
01- Composition & layout
- Lighting & mood
- Set dressing
- Storytelling through props
- Modular level construction
Production art
02- UV & texel density
- PBR material authoring
- Texture atlases & sheets
- LOD creation & budgeting
- Unreal implementation
Technical
03- Python / Blender API
- Geometry nodes
- Pipeline tooling
- Colour management (ACES)
- Asset & library management
-
Blender -
Unreal Engine 5 -
Substance 3D Paint -
RizomUV -
Maya
Experience
The path
so far.
-
Present
Independent Blender Tool Developer
Building Blender add-ons for real pipelines. Creator of Texture Pipeline Studio and LinkFlow, both published on Blender Extensions.
-
2025 — Present
3D Generalist — Feature Film Production
Modeling, environment creation, set dressing and layout in Blender for feature film projects.
-
2024 — 2025
3D Artist — Feature Film Production
Environments, lighting, rendering, groom binding and Alembic workflows with Unreal Engine.
-
2023 — 2024
Game Programming
Started in game programming — C++ and C# — which still informs how I structure art-side tools.
Credits