A character artist specialising in real-time character creation, who is interested not just in the artistic side of character creation but the technical aspects as well.
Well versed in software's such as Maya, ZBrush, Photoshop, Allegorithmic's Substance tools, Quixel Suit and Engines such as Marmoset Toolbag 3, Unreal Engine 4 and Unity; I aim to find increasingly proficient and creative ways of creating game ready characters and props, whether they be photo-real or stylised, while helping, as well as learning from those around me as much as possible, no matter their style difference.