Technical Artist
VFX / AI
FX Artist, Technical Artist and VFX Supervisor with over 10 years of experience in real-time and offline production. Specialised in Houdini, Unreal Engine and ComfyUI workflows, I design high-end visual effects for animation, video games and virtual production.
Generative AI has become a natural extension of my FX toolbox. I build node-based workflows in ComfyUI, local first, designed to hold up in a production pipeline: character and set consistency, camera control, 32-bit EXR export in ACEScg. Some cloud models complement these workflows when the project allows. 3D VFX and real-time · AI in production · The training
I started my career in architectural mapping, then moved on to cinematics, series and documentaries, and on to real-time pipelines and interactive experiences. I have had the chance to contribute to international IPs such as Wallace & Gromit, Gundam and Empereur, bringing technical expertise to a strong artistic vision.
Always looking for innovation, I keep a close watch on new techniques that improve visual quality, optimise workflows and push creative limits. I enjoy working in collaborative environments where art and technology meet.
Career
Software & skills
FX & 3D
Houdini, Maya, 3ds Max, ZBrush, Substance Painter
Real-time
Unreal Engine, Unity, Resolume
Rendering
Redshift, Arnold, V-Ray, Mantra
Compositing & editing
Nuke, After Effects, DaVinci Resolve, Premiere Pro, Photoshop, Illustrator
Generative AI
Local: ComfyUI, Flux, LTX, Wan, Qwen, ControlNet, IPAdapter, LoRA training, Gaussian Splatting. As a complement, in the cloud: Nano Banana, Veo, Suno, ElevenLabs
Expertise
Smoke, fluids, particles, destruction, fur, cloth, modelling, texturing, lighting, rendering, 2D and 3D animation