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If you like what you see and want to see more, just let me know via E-mail and I can give you access to my private portfolio. Thank you for stopping by and I hope you enjoy my work!
I always strive to take on challenging projects to further develop my skills as a character artist. That's why I chose to create a likeness of Ali G, a beloved character created by the hilarious Sacha Baron Cohen.
I was thrilled when my work was featured in 3D Artist Magazine and even more honored when Sacha himself liked it on Instagram.
This project was made possible thanks to the support of my friend Arda Koyuncu, who provided valuable feedback throughout the process. Thank you, Arda, for your support and for helping me pay tribute to Sacha's comedic genius.
Programs Used: Maya, ZBrush, V-Ray, Marvelous Designer, Mari, Photoshop
I completed a challenging project in 2018 where I created a likeness of the actress Charlize Theron, who is well-known for her diverse film roles and dedication to her craft. In addition to her acting career, Theron is also an advocate for various social justice issues.
One aspect that made this project especially difficult for me was the subtlety of female features, but I was determined to create a realistic and accurate portrayal of Theron.
It was an honor to create a likeness of such a talented and influential figure, and I received valuable feedback from my friend Arda Koyuncu throughout the process. I am grateful to Arda for their support
Programs Used: Maya, X-Gen, ZBrush, Arnold, Marvelous Designer, Mari, Photoshop
NVIDIA - GTC 2021
JENSEN HUANG Digital Double
I had the opportunity to contribute to the creation of Jensen Huang's CG digital double for 2021 GTC Showcase.
NVIDIA GTC 2022
Space Suit Jensen
Modeling and texturing the Space Suit SJ for GTC 2022.
Yone - Creative Library Showcase
Introducing Yone, a beloved character from the popular game League of Legends.
I wanted to capture the essence of Ionia and Yone's lore in this cinematic piece. Using the latest technology, including Unreal Engine 5 with ray tracing and lumen, I aimed to bring Yone to life in a way that stays true to his character and the world he inhabits.
Programs Used: Maya, X-Gen, ZBrush, Unreal Engine 5, Marvelous Designer, Substance Painter, Photoshop, After Effects.
At Riot Games, I played a pivotal role in the Character Library development, contributing significantly to the execution and supervision of over 80 characters. My primary responsibilities and accomplishments include:
Character Execution: Transformed concepts provided by the Central Creative team into fully realized in-game and cinematic characters, adhering to various technical constraints while ensuring the highest quality standards.
Pipeline Enhancement: Proactively identified and implemented tools and methods to streamline the character art pipeline, resulting in improved efficiency and output quality.
Documentation: Created comprehensive documentation to capture new implementations and best practices within the pipeline, facilitating knowledge sharing and continuity.
Outsourcing Management: Supervised and guided outsource partners, providing clear and constructive feedback to ensure consistency with Riot's high standards of excellence.
Collaboration and Communication: Engaged in regular dialogue with the IPS Art Director, Arda Koyuncu, ensuring alignment in feedback to outsourcing partners and contributing to a cohesive creative direction. Extended support to teams across AR, XR, and cinematic projects, regardless of my direct involvement.
Producer Responsibilities: Assumed a producer role when necessary, assisting teams in navigating the Character Library to locate required assets. Coordinated with different teams to acquire source files for cinematic projects, subsequently standardizing formats and contributing to a unified character work library across all teams at Riot Games.
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