Profile

Creative Visionary and Digital Artist with over +25 years of experience leading art direction, developing compelling visual narratives, and creating cutting-edge VR and AR applications. Over the past 4 years, passionate focus on AI content creation specializing in Stable Diffusion and ComfyUI workflows. Skilled in translating creative concepts into innovative visual experiences while building and mentoring creative teams.

🚀 AI Content Creation Expertise

Character Development Experience

While my formal roles focused on technical art direction, I've consistently collaborated with character designers to create original characters from scratch. I've always emphasized building strong backstories and personalities, believing it's essential to understand a character's narrative arc to guide visual design and ensure storytelling coherence.

Stable Diffusion & ComfyUI Mastery

Over the past four years, AI content creation has been my primary focus and passion. I've worked extensively with Automatic 1111 and ComfyUI, not only using them proficiently but developing advanced workflows, building custom nodes, and creating plugins for both 2D and 3D content generation inside Maya or as Standalone tools.   

Audio & Soundscape Integration

Professional audio experience through cinematic video editing and sound design for visual content and video games. Utilizing tools like Suno, Riffusion, Mureka, ThinkSound, and Adobe's Fireflwy SFX Confident in managing sound integration workflows within AI-driven pipelines.

Recent Experience

 

Personal Projects

Ai research and tools

current
  • Developed "Berenmaker" - Advanced Maya Plugin for AI-Powered 3D Asset Generation 
  • Architected and implemented a comprehensive Maya plugin that revolutionizes 3D asset creation by integrating state-of-the-art AI models (Hunyuan3D-2 and Hi3DGen) into professional Maya workflows. The plugin enables artists to generate high-quality 3D models from text prompts and images through an intuitive interface with advanced batch processing capabilities. 

     

    Key Technical Achievements: 

    • Multi-Modal AI Integration: Seamlessly integrated multiple AI models including Hunyuan3D-2 for text-to-image generation and Hi3DGen for 3D mesh generation, with automatic hybrid mode that combines both for optimal results 
    • Professional UI/UX Design: Built a sophisticated PySide6 interface with collapsible groups, real-time thumbnails, drag-and-drop functionality, and Maya-native styling that matches industry standards 

    • Scalable Architecture: Implemented unified generation manager with thread-safe operations, queue-based batch processing, and dynamic model switching for efficient resource utilization 

    • Advanced Workflow Features: Developed prompt history management, preset systems, automatic grid layout for batch results, comprehensive progress tracking, and intelligent error handling 

    • Production-Ready Server: Created FastAPI-based server architecture with automatic model detection, memory management, and support for both local and remote inference Technical Stack: Python, PySide6, Maya API, FastAPI, PyTorch, NumPy, multithreading, dependency injection, signal-slot architecture 

    • Impact: Enables 3D artists to rapidly prototype and generate production-quality assets directly within Maya, reducing traditional modeling time from hours to minutes while maintaining professional workflow standards.

Technical Art Director

Artistico (Remote)

Jan 25 – Feb 25
  • Developed custom shaders, 3D meshes, and advanced VFX for interactive museum application
  • Created dynamic visual systems for periodic table elements with merging capabilities
  • Enhanced visitor engagement through innovative visual storytelling and personalized content generation

Head of Art

XR Workout (Remote)

Jul 24 – Current
  • AI-Driven Content Creation: Developed automated Skydome environment generation tools using AI prompts and reference images
  • Led VR asset creation including character animations and immersive VFX
  • Optimized Unity Editor tools for streamlined content production workflows

Technical Art Director

FitXR (Remote)

Nov 20 – Dec 23
  • Established 3-year strategic plans and art roadmaps for technical art department
  • Led creation of VR avatars and dynamic environments
  • Built and managed team of technical artists and VFX specialists
  • Art Concepts using AI tools like Midjourney and stable diffusion    
  • Engaged in technical discussions with Unity team on VR graphics requirements

Head of Technical Art and VFX

Rossie Reality (Remote)

Jan 18 – Apr 20
  • Responsible for workflows creating high-quality short films using Unity HDRP
  • Developed comprehensive documentation and promotional videos
  • Created FX, shaders, and pipelines for AR gaming experiences
  • Built custom Unity, Photoshop, and Maya tools for enhanced productivity

Senior Technical Artist

Immerse VR (Remote)

Apr 20 – Apr 21
  • Upgraded projects to latest Unity technology: Universal Render Pipeline, Vulkan, and post-processing for Quest
  • Created VFX and custom Ubershaders for artists
  • Implemented support for transitions in all objects and scenes
  • Profiling and performance optimizations for Facebook and Nespresso projects

Contract Artist

DigiFarm (Remote)

Apr 20
  • Created realistic terrain matching Glensaugh forest in VR project using Unreal 4
  • Developed high quality terrain, foliage, paths, custom Sycamore tree, and lighting

Head of Technical Art and VFX

SpatialFlow (Remote)

Feb 18 – Aug 18
  • Designed and developed tools for digital car instrument cluster using Unreal 4
  • Created blueprints, master materials and example designs for car dashboard creation
  • Developed 3D content and shaders for Augmented Reality and VR applications
  • Designed UI styles for simulator and test driving levels

Senior Technical Artist & Lead VFX

FoxCub Games (Remote)

Dec 16 – Feb 18
  • Collaborated with art director on look and style of 3D environments and VFX
  • Created 3D environments, lighting and VFX content for all game themes
  • Developed Maya tools for animation and asset export to Unity
  • Optimized game performance across different platforms to ensure good fps

Creative Director & 3D Artist

Freelance

Jun 16 – Dec 16
  • Provided creative vision and created photorealistic 3D illustration using photogrammetry, voxelization, modeling and rendering techniques
  • Illustration used for book cover and shown in different expositions (Digital Archaeology, London client)
  • Designed main UI for mobile drone app (Hotgen Ltd, London client)

Senior Technical Artist

Electronic Arts (Criterion), UK

Apr 12 – Mar 13
  • Created UI interface to control game debug settings from Maya using QT
  • Developed tools for cinematic artists to capture in-game races, edit in Maya and export back to game
  • Created and rendered shots for "Need for Speed – Most Wanted" and "Need for Speed Rivals" trailers
  • Established naming conventions, structure and workflows for cinematic artists

Lead Artist/Technical Artist/Programmer

Ensign Games (Remote), Spain

Jan 11 – Apr 12
  • Modeled, textured and rigged ultra-realistic characters with dynamic hair, real-time soft bodies, and dynamic cloth. NSFW
  • Created realistic skin shader and hair shader to improve human model realism
  • Developed customize character tool and shaped character editor in Unity
  • Simultaneously developed personal RTS/strategy game using Unity 3D

Personal Engine Development

Freelance, Spain

Dec 09 – Jan 11
  • Developed component-based engine using C#/HLSL and XNA
  • Implemented GPU terrain shader, skydome, animation, cameras, and basic shader effects
  • Created Maya client/server tool in C# for remote command execution
  • Transitioned from Forward to Deferred Rendering pipeline

Lead Artist

Large Design - Story Worldwide, London

Sep 07 – Dec 09
  • Led Virtual Greyhound Racing and Virtual Horse Racing projects
  • Worked with Executive Producers and Lead Programmer to create high-quality products
  • Modeled and textured greyhounds using ZBrush, Maya, and Modo
  • Managed and mentored art team, created project milestones and schedules
  • Created prototype using C++ and Gamebryo engine

Senior Technical Artist & Lead Artist

Deep Red Games, Milton Keynes

Sep 04 – Mar 07
  • MyPD Project: Created MEL scripts for easy export, transfer animations tool, Maya optimization tools
  • Hotel Manager (Interim Lead Artist): Created art pipeline and budgets, documented Gamebryo for artists
  • Tycoon City: New York: Ultra-realistic modeling and texturing of NYC landmarks, buildings, and bridges
  • Developed MEL scripts for team workflow automation and UV tools

Freelance Artist

DESQ, Sheffield

Jul 04 – Sep 04
  • Created FMV for intro and outro sequences for Acclaim title
  • Modeled, textured and animated six high-resolution characters
  • Used Lightwave 8 to create 90 rendered shots of indoor backgrounds

Senior Artist

Travelers Tales, Knutsford

Jun 04 – Jul 04
  • Chronicles of Narnia: Modeled, textured and lit background level and wardrobe room from original Disney illustrations
  • Responsible for level design and creation

Artist

Free Radical Design, Nottingham

Jul 02 – Feb 04
  • Timesplitters 3: Designed, modeled, textured and lit multiplayer levels
  • Second Sight: Created 'Russia' and 'Pipeline' levels with full environmental design
  • Developed MEL scripts including Vertex colors pro, Resizer, and Blockcounter tools
  • Created vehicles and weapons assets

Senior Artist

Triplane Animation, Barcelona

Nov 00 – Jun 01
  • Juanito Jones TV Series: Modeled, textured, lit and rendered backgrounds for television
  • Set up shots for final render and composition using 3ds Max, Lightwave, and Photoshop

Instructor & Web Designer

Centro Rafael de Leon & La Casa de America, Madrid

Feb 00 – Oct 00
  • Taught graphic design, Photoshop, web protocols and security to 175+ students
  • Web designer and multimedia solutions for www.casamerica.es
  • Managed live broadcast of conferences and seminars over Internet using 4 Linux servers

Web Designer & Programmer

DSG Software & MCR, Barcelona

Sep 97 – Apr 99
  • Web development and programming using SQL, Visual Basic 4.5, Crystal Reports
  • Responsible for bringing Clipper Code to GeneXus high-level language
  • PLC programming and industrial automation projects