Technical Artist by profession and Independent Scientific Researcher exploring the frontier between emergent physics simulation and procedural rendering via trigonometric wave interference.
Specialized in the optimization of shaders, materials, and PBR textures, achieving photorealistic results through the strategic combination of low polycounts and layered materials.
With over 9 years of experience creating procedural virtual environments for AAA franchises such as Far Cry, Torn VR, and Remnant: From the Ashes, among others.
Currently seeking scientific, technical, and artistic collaboration to develop applications for a unified emergent behavior model developed through wave mechanics.