My core specialisation is building environments and assembling levels in Unreal Engine — from blockout and layout to final production quality. I work to concept art, a brief or my own artistic direction, and own composition, lighting, set dressing and the project’s technical state.
I have worked through every stage of classical CG production: modelling, texturing, rigging, animation, simulation, VFX, lighting, look development, rendering and post. This lets me make artistic and technical decisions with a full understanding of an asset lifecycle — from concept to final image.
For four years I have led the Environment Art discipline, managing a team of environment artists and owning both visual quality and the technical side of projects. I work across adjacent departments — 3D, game design and development. As CG Supervisor I review assets and scenes, provide feedback and establish production standards and documentation. I also remain hands-on, taking on whatever the project needs.
A separate focus is optimising and accelerating environment assembly. I have my own assembly schemes, toolkit and asset libraries, plus a proprietary automation system that makes project-structure setup 8–10× faster. I work with PCG and specialised plugins to speed up assembly, profile scenes and bring them to target performance.
My production experience covers Virtual Production on LED walls, CG cinematics, game projects and cross-disciplinary pipelines. Beyond visual content, I develope tech tools for UE.
Alongside Unreal Engine, I work with generative technology, producing images and video with AI. I treat it as an additional tool of modern production — extending what a team can do and accelerating content preparation without losing artistic control.
Hands-on production experience combined with a Master’s in Management has given me a systematic approach to organising processes, growing teams and making decisions. For me, quality is defined not only by artistic level, but by production efficiency, schedule, scalability and reusability.
Alongside commercial projects I continue research in Unreal Engine, Virtual Production and AI Production, building tools and experimenting with internal projects. I am also developing my own multiplayer TPS in Unreal Engine, exploring new approaches to production, project architecture and technology integration.
In my own time I like to train and spend time in Unreal Engine — sharpening skills, learning something new or simply making something beautiful, develop UE tools. For me, work is a hobby: I genuinely love this.
I also work with AI generations and they help me to achive a veryy goodlooking result fast. I have my own authored piplines using a hybryd approach.