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
- Developed "Berenmaker" - Advanced Maya Plugin for AI-Powered 3D Asset Generation
- 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
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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
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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.
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:
Technical Art Director
Artistico (Remote)
- 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)
- 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)
- 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)
- 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)
- 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)
- 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)
- 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)
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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