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I have spent almost a decade working with digital visuals both individually and cooperatively. I thrive on tackling challenges and I approach every task with curiosity and intent on learning something new.
Collaboration between roles is important for tech artists, my previous experience and knowledge about various programs and tools allow me to easily communicate and work alongside other disciplines. I strive to learn from the people around me and help them grow aswell.
I have enjoyed trying out all sorts of creative hobbies since I was young. Creating things in many mediums and playing both digital and physical games is something I frequently enjoy doing to this day.
A technical artist is the swiss army knife in the toolbox of 3d productions. We have general knowledge of 3D-production and programming, bridging the gaps between teams and finding solutions in the realms that are 'too technical' for artists and 'too artistic' for developers.
In smaller teams we can take on multiple roles because of our generalistic knowledge. Examples of areas where a technical artist could operate is tool development, pipeline optimization and realtime visualization.
A group project where we present what a bioprinter is, how its used in a proffesional environment and what problems it solves
A configurator application for customizing a boba tea drink.
Its using a custom shader I invented to fake
pearls moving around in the tea
This Unity VR program trains workers with the various tools and machinery needed to create stickers and then deliver them.
A dark fantasy VR game made out of real clay figures, won several awards throughout 2025.
I worked as a technical artist implementing optimized
solutions to various effects, mechanics and visuals