Light tells the story
Geometry is the easy part. The mood, the read, the emotion — that all lives in the lighting.
I started as a junior character artist, sculpting background creatures nobody was supposed to notice — which taught me to make every detail count anyway. That obsession with form, surface, and light never left; it just scaled up to hero shots and full environments.
I've shipped assets for AAA games, lit shots for streaming series, and rendered launch campaigns for global brands. In 2019 I founded Volume so I could work directly with a handful of clients at a time and stay close to the craft — no layers, no hand-offs, no diluted intent.
When I'm not at the render farm, you'll find me shooting reference photos, collecting vintage lenses, and rebuilding my workstation for the tenth time this year.
Volume · Berlin & Remote
Partnering with brands, game teams, and directors on characters, environments, product CGI, and FX. 320+ renders delivered across advertising, games, and film.
Northpoint VFX
Led look-dev and lighting on episodic series, rebuilt the creature pipeline, and mentored a team of four junior artists.
Halo Labs (Games)
Sculpted and textured heroes and creatures for two shipped AAA titles, owning assets from concept block-out to in-engine.
Studio Verge
Cut my teeth on product renders and motion frames for ad agencies across Europe, learning the discipline of hitting a deadline at 4K.
Geometry is the easy part. The mood, the read, the emotion — that all lives in the lighting.
Solid topology, sane UVs, and tidy scenes. Pretty pixels are built on a clean foundation.
Real-world reference keeps even the most stylised render grounded and believable.
I take few projects so I can stay hands-on from block-out to final composite.
I'll tell you what a shot needs, even when it's not what the schedule hoped to hear.
Test renders beat endless tweaking. I commit, review, then sharpen quickly.
If you're building a world, a character, or a campaign that deserves real craft, I'd love to hear about it.