Concept Art
Concept art is not a separate career for me, but as a 3D Artist it is a part of the work I value, because the best 3D assets start with a clear idea. On character work, I have taken a design from early visual research and exploration to production, making choices about shape, structure and function before committing to a model. On a mechanical and organic interior, the design phase was where I decided how machine parts and living forms would meet so the construction would read on screen. For stylized game assets, some concept work helped decorations and statues fit an established visual world. I tend to explore in 3D rather than on paper. Blocking forms quickly in Maya or ZBrush and testing silhouettes and proportions under light is often the fastest way to find a design that works both as an image and as a production asset. That approach is also what I encourage in the teams I lead. Thinking like a designer helps me ask the right questions early, and it keeps the modeling that follows focused on what the design is really trying to say
Concept Art: 4 professional productions at 3 studios, with “Foundation - Season 3”, “Klara and the Sun”, “Clash of Clans” and “Lifeform | Head of Modeling”
- Productions
- 4
- Studios
- 3
- Period
- 2024-2026
Productions
2026
2025
2024
2024