Senior Technical Level Artist & Level Designer with hands-on experience across 55+ productions, including AAA games, VR/AR experiences, and immersive simulations. I specialize in real-time pipelines, lighting systems, procedural workflows, and shader development, working fluently across Unreal Engine, Unity, and custom in-house engines.
From performance optimization on standalone VR (Quest 3) to environment storytelling in large-scale titles, I thrive at the intersection of art and engineering. I’ve contributed to multiplayer maps, interactive cinematics, R&D tools, and technical direction in both startup and global studio environments.
Passionate about scalable design, cross-platform performance, and visual storytelling that resonates — whether through a game level, a cinematic shot, or a full XR journey.