Tools that take the repetitive work out of 3D production.
Procedural generators, engine tooling and profiling for film and games. Six years between VFX, live-ops and real-time — currently at Gameloft Montreal.
Premium Store Capture Tools
Transparent store renders straight out of a custom URP, plus three editor tools that made avatar outfits capturable.
Procedural Lookout Tower
A Geometry Nodes generator sent to the client instead of a model, so the director could dial the tower per shot.
Blender Scene Optimization Tools
Viewmodes that colour a scene by what it costs — faces, modifier time, texture memory, shader complexity — plus a VRAM report.
Architectural visualization
On the side I render interiors for a decoration studio. Each image is a bit of everything — modelling and UVs for the pieces that do not exist yet, texturing, procedural patterns where something repeats, materials and lighting adjusted until the room reads the way the designer pictured it, the scene trimmed down enough to render in time, and a compositing pass at the end.






