"A selection of projects to showcase how we turn pixels into magic."

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The Cursed Party (2025)

Role: Lead Character Artist & Practical Effects Developer

Contributed extensively to an independent film, focusing on the creation and integration of practical and digital character elements. Designed and executed a full-body creature costume, including a 3D-sculpted (ZBrush) and 3D-printed mask. A fiberglass cast of the mask was painted with fluorescent materials to achieve dynamic, simulated glowing eye effects. Additionally, I engineered a fully articulated voodoo doll puppet, utilizing Maya for structural modeling and planning, and assembled it with springs and steel wire to achieve complex, animatable movements (waist rotation, head tilt). This project demonstrates a blend of digital sculpting, practical fabrication, and mechanical design relevant to creature effects and prop development.

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DMFA (2021-2023)

Role: Digital Asset & Visualization Artist

Spearheaded the creation of a comprehensive library of high-fidelity digital doubles for my family art business's entire decorative sculpture inventory. Each piece was meticulously modeled in Maya to ensure precise scale and curvature by measuring every detail of the physical sculptures. These assets served a dual purpose: facilitating rapid 3D mockups for client presentations (rendered in Arnold and composited in Nuke), and providing versatile digital assets for advertising campaigns, such as those showcased at Art Basel. This project highlights strong 3D modeling, texturing, rendering, and compositing skills essential for photorealistic asset creation and integration.

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Danny DeVito Portrait (2021)

Role: Digital Sculptor & Character Artist

A personal project focused on likeness sculpting and character rendering. The process involved sculpting the head from scratch in ZBrush to capture a precise likeness, assembling the model in Maya, and achieving photorealistic rendering using Arnold. Further demonstrating advanced character work, I utilized Maya's xGen for realistic hair grooming. This piece showcases expertise in digital sculpting, anatomical accuracy, and photorealistic rendering techniques crucial for digital character creation in VFX.

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Island Study (2021)

Role: Environment Technical Artist

This personal project served as a technical exploration into large-scale organic environment generation and optimization. The primary challenge involved instancing and populating extremely high-polygon foliage geometry across a vast island environment. Utilizing Clarisse, a software known for its efficiency with massive datasets, I successfully rendered the scene containing 5.4 billion polygons within a few minutes per frame, demonstrating proficiency in handling complex scenes, managing poly counts, and optimizing environments for rendering in a VFX pipeline.

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Epilogue (2020)

Role: Artist

For a virtual exhibition during the pandemic, I developed an original storybook integrating diverse media. This involved designing and creating CG elements (modeled and assembled in Maya, rendered with Renderman and Arnold), which were then seamlessly composited with practical models and live actors in Photoshop. This project demonstrates strong generalist skills, an understanding of integrating various asset types, and a keen eye for visual storytelling.

Sorry Jack (2018)

Role: All-in-One CG Artist (Modeling, Rigging, Scene Assembly, Animation, Compositing)

A 1-minute musical satire serving as an unofficial sequel to the 1997 film "Titanic," exploring the underwater adventures of its titular character. This personal project was entirely self-produced within one month, showcasing a comprehensive understanding of the CG pipeline. My responsibilities included modeling, rigging, and scene assembly within Maya, rendering with Pixar's RenderMan, and final compositing in Nuke. The project also features the integration of traditionally animated 2D elements, demonstrating versatility in combining diverse visual styles. This piece highlights strong generalist skills, rapid project execution, and creative problem-solving in a short-form animation context.

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Various Characters (2018-2024)

Role: Character Artist & Modeler

An ongoing personal exercise focusing on developing a diverse range of digital characters. Each character involved a comprehensive workflow: sculpting in ZBrush, retopologizing in Maya, texturing in Substance Painter, and final rendering in Arnold. The completed characters were then polished with final compositing in Nuke. This collection highlights consistent proficiency across the entire character asset creation pipeline, from high-resolution sculpting to clean topology, detailed texturing, and final presentation.

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Various Photo Manipulation Projects (Ongoing)

Role: Digital Compositor & Image Retoucher

A collection of personal and client-based projects focused on advanced photo manipulation and digital compositing. This ongoing body of work demonstrates proficiency in integrating disparate photographic elements into cohesive and believable scenes. Key technical skills highlighted include: precise color and lighting matching, perspective correction, seamless element blending, and the creation of photorealistic effects. These projects showcase a strong understanding of visual design principles, attention to detail, and the ability to achieve high-fidelity digital composites, essential for matte painting, set extension, and shot finaling in VFX.

Research and Development: Chuchul Program

Description: Developed a fundamental program designed to quickly generate 'wrinkle' textures (bump maps) for digital characters. This tool offers an efficient alternative to expensive simulations or intricate sculpting, providing artists with a rapid solution for adding surface detail and realism. This demonstrates a problem-solving approach and a basic understanding of tool development for character asset creation.

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Research and Development: ArteVrso (2024)

Role: Collaborating Developer (UI/UX, Asset Integration)

Collaborated with Harvard Innovation Labs on ArteVrso, an application designed to enable artists, gallery owners, and photographers to construct interactive AR and VR exhibition spaces. While partially developed, this project demonstrates experience with real-time graphics, user experience design, and the integration of digital assets within interactive environments, relevant to emerging technologies in visual display and interaction. More information can be found at www.ArteVrso.com.

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