
Professional Summary
Technical 3D Artist and Pipeline Specialist with 5+ years in game asset production and 10 years in design. Specialized in building efficient modular pipelines, real-time asset optimization, and cross-platform asset production. Proven track record of reducing production costs by up to 60% while maintaining quality. Experienced in leading small teams and shipping products independently — from concept to release.
Core Competencies
- Real-time Asset Optimization — reducing draw calls and memory footprint
- Modular Pipeline Development — reproducible, scalable workflows
- Technical Documentation — systems design and team onboarding
- Blender-based Production Systems — high-poly to game-ready workflows
- Performance Analysis — optimization for multiple platforms
- Asset Pipeline Architecture — from concept to engine integration
Career foundation in visual production, with early work in commercial illustration and design systems. This background informs my approach to building scalable, maintainable production pipelines that scale from solo contributors to distributed teams.
Key Shipped Products & Achievements
Smashline (Mar 2026 — Released): Designed and shipped complete arena battle game on Roblox solo, from concept to release. Created all environment assets, arenas, props, gameplay systems, and production pipeline. Full ownership: modeling, texturing, game logic, optimization, and publishing.
Omni Avatar (Oct 2024–present): Built cross-platform 3D avatar identity framework from concept to launch. Designed and produced all assets including full character pipeline with modeling, rigging, skinning, and cross-platform optimization. Implemented interoperable asset system supporting persistent digital identity.
Moonsama (Dec 2023–Apr 2024): Led 3-artist team establishing pipelines and quality standards. Reduced character asset production time from 2 weeks to 5 days through pipeline restructuring. Created technical documentation ensuring consistent asset quality across team. Previous work (Apr 2022–Dec 2023): reduced 3D model production costs by 60% through optimized workflows and reusable asset systems.
Seedify (May–Oct 2024): Architected modular environment pipeline resolving Texel Density issues. Reduced draw call count by 40% for complex scenes, improving runtime performance by 35% on target platforms.
Production Tools & Systems
3D Production
Blender — Complete production pipeline: modeling, sculpting, retopology, baking, texture projection
ZBrush — High-detail character and prop sculpting
Asset Preparation
Substance Painter — PBR texturing and material systems
Marmoset Toolbag — Real-time rendering and asset validation
Engine Integration
Unity — Asset import, material setup, optimization validation
Unreal Engine — Asset pipeline and performance profiling
Pipeline Specialization
Modular asset architecture and reusability systems
LOD generation and performance optimization
Batch processing and automation scripts
Technical documentation and team workflows
Current Focus & Availability
Currently shipping independent game projects and available for contract-based pipeline development with studios. Specialize in solving production challenges: building efficient modular pipelines, asset production optimization, technical documentation, and team scaling. Available worldwide as a remote independent contractor — no sponsorship required, handles all tax obligations independently.
Recent Shipped Projects
Smashline — Arena battle game on Roblox (Mar 2026, solo development)
Omni Avatar — Cross-platform avatar identity framework (Oct 2024–present, ongoing)
Services offered: Contract asset production, pipeline architecture, technical systems design, documentation, and team augmentation. Flexible engagement models — from specific project work to extended team roles. Based in Bali, Indonesia (UTC+8), available immediately for remote engagements.