I’m an indie developer and technical artist specializing in custom 3D tooling, character rigging, and pipeline automation for Blender and Unreal Engine.
My work focuses on solving real technical bottlenecks in production workflows—specifically modular boundary seam tearing, shading inconsistencies, and broken modifier stacks. Rather than relying on rigid macro wrappers, I build production-grade tools utilizing Blender's native C++ architecture, BMesh topology manipulation, and custom data-handling pipelines.
By bridging clean software engineering with practical 3D art requirements, I build software designed to handle real-world assets under strict production constraints. Whether I’m structuring modular character pipelines for commercial release or wiring up character spawn and tracking architectures in Unreal Engine, my goal is straightforward: build functional, reliable tools that perform cleanly when it counts.