Developer first. Designer by skill.
3D modeler by standards — not by YouTube tutorial.

While some people export default cubes and call it “hard surface”,
 I build production - ready assets that don’t break when lighting hits them.

I don’t flex polycount.
 I flex topology.

If your workflow is:
  • Download base mesh

  • Add bevel

  • Render in HDRI

  • Post on Discord

…we’re not in the same league.


I’ve worked on projects connected to luxury-level branding.
 That means clean meshes, real-world scale, proper UVs, optimized shading — not ego renders.


In S&box I don’t “try stuff”.
 I ship.


If that scratches your ego the wrong way, good.
 Pressure creates diamonds. Or exposes plastic.

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