I’m a 3D Artist and Technical Artist working at the intersection of art, systems, and real-time production.
With over 5 years of experience in game development, I specialize in environment and hard-surface asset creation, with a strong focus on Unreal Engine pipelines, procedural workflows, and scalable production systems. My work is driven by the idea that strong visual direction and technical structure should reinforce each other, not compete.
Alongside production, I teach Game Art and 3D Animation at SAE Institute Zurich, where I mentor students in areas such as rigging, real-time rendering, and material workflows, with an emphasis on industry-ready pipelines.
Currently, I’m developing a top-down rogue-lite in a small independent team, focusing on procedural level generation and controlled randomness—aiming to balance replayability with intentional design.
Teaching different 3D - and Engine workflows. Specialized in Maya, Zbrush, Substance Suite and Unreal Engine 5.
Freelance gig creating various trim sheet textures and 3D Models.
3D works for various local architects and VR companies.