I model, rig and animate 3D characters — and cut the films they live in. Six years of work for studios, brands and artists.
I sculpt the shape first, then clean the mesh, paint the textures and build the rig. By the time it gets to the engine it still looks right when the camera moves close.
A character only feels real when the weight reads. A heavy step should land heavy. A fast turn should snap. I animate for that, then cut the film so the point lands in the first few seconds.
So I build the world too — props, sets and lighting that run in real time. You should understand the place before anyone says a word.
I have spent six years turning ideas into finished animation — for brands, musicians, agencies and independent storytellers.
I have worked with Pekelab, Kafu Artist, Ellipsis and other studios. Every job starts with what it needs to do, and I stay on it from the first sketch to the last frame.