GUNDAM

2023

Description:

A personal tribute to RX-93, combining hard-surface modeling and real-time cinematic animation.

My Role:

Modeling, Texturing, Rigging, Animation, Rendering, VFX, Sound Editing, Composting

Key Tools:

Illustrator, Photoshop, Blender, Unreal 4.6, After Effects, Audition, Davinci Resolve

Why it matters:

As a long-time Gundam fan, this was my first hard-surface modeling project in Blender after years of using Maya. It marked a turning point in expanding my 3D workflow into real-time production using Unreal Engine.

STRANGER THINGS

2023

Description:

A stylized fan-made title sequence inspired by Stranger Things Season 1, blending retro horror aesthetics with modern visual storytelling. efficiency.

My Role:

Animation, Lighting, Compositing

Key Tools:

Illustrator, Photoshop, Cinema 4D, After Effects, DaVinci Resolve

Why it matters:

As a long-time fan of Stranger Things, I created this piece as a personal study to understand how simplicity and restraint can build tension. Rebuilding the sequence helped me analyze the show’s iconic typography, lighting, and pacing—and challenged me to match its atmosphere purely through motion and sound.

SCI-FI OUTPOST — UNREAL ENGINE WORLD BUILDING

2023

Description:

Developed a cinematic sci-fi environment in Unreal Engine 5, translating a grayscale Photoshop concept into a fully realized real-time scene. The project showcases my complete Unreal workflow—from concept design and blockout to lighting, material look-dev, and Sequencer-based camera work. The goal was to preserve the composition and atmosphere of the original painting while achieving film-quality visuals through physically accurate lighting and materials.

My Role:

Environment Design, Modeling, Texturing, Lighting, Cinematic Rendering, Compositing

Key Tools:

Unreal Engine 5 (Lumen, Nanite, Sequencer), Maya, ZBrush, Substance Painter, Photoshop

Why it matters:

This project demonstrates my ability to bridge traditional concept design with real-time cinematic execution. It reflects a complete understanding of Unreal Engine’s modern toolset—using Lumen for dynamic global illumination, Nanite for high-poly assets, and Sequencer for shot design. The result captures both artistic composition and technical precision—qualities essential for film, game cinematics, and virtual production.


ANT FARM ENTERTAINMENT

2018

Description:

Worked on a series of high-end commercial and short-form projects, including campaigns for General Motors (GM) and Audi A8, as well as promotional pieces for short TV programs such as We Are Love. My responsibilities focused on creating visual effects and title design that merged cinematic storytelling with broadcast-level efficiency.

My Role:

Graphics Design, VFX, Motion Design

Key Tools:

Illustrator, Photoshop, Cinema 4D, After Effects

Why it matters:

These early commercial and broadcast experiences helped me develop a disciplined eye for detail, pacing, and brand aesthetics. Collaborating in a professional production environment taught me how to balance artistic creativity with tight delivery schedules—skills that continue to shape my approach to both film and motion design today.

Creative Directors:

Lucas Christman (Head of Motion Graphics) / Jarik Vansluijs (Creative Director)