Located in Melbourne, AU
After completing a Game Graphics education in Sweden, I came to Australia with the goal of pursuing a career in 3D.
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While studying, I started my career with some baby steps; I was selling Photoshop-made art to help pay for rent (some of which you can see on this page).
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I completed my 3D Animation Bachelor's degree with the highest GPA in my class, and went on to find work almost immediately as a 3D Technical Artist.
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I have a passion for creating assets from reference material, either written guidance or photographic, and I enjoy documentation & written communication.
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In more recent work I have collaborated with developers to optimise & create toolsets to further assist in production work. I find inter-departmental communications to be among my favourite aspects of my work.
Background
Education & Work History
Sep 2021 - Current
Rotor Studios
Full-Time
3D Technical Artist
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By order of experience:
Maya + Octane,
Photoshop, Nuke,
Written documentation, Spreadsheet work,
Mentoring employees
At Rotor, I was primarily assigned to a vehicle accessory pipeline that I for the most part managed on my own. Most projects would be assigned to just one individual, and would last anywhere from a few ays to a year. ​
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Other aspects of the role were team-based, and as our team of artists never exceeded 6 we collaborated heavily and constantly with perfecting and optimising the department workflow.
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A few months into the role, our seniors left & we were two juniors picking up all the workload.
This meant a lot of independent learning, workload managing, and workflow documentation.
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Two years into the role I started assisting the development department in a full pipeline rework. I assisted in a lot of experimental testing, and it's been incredibly enjoyable to collaborate with developers.
Feb - May 2021
Blind Chihuahua
Internship
3D Generalist
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By order of experience:
Maya, Substance Painter, Photoshop, Unreal Engine 4
During my internship at Blind Chihuahua I created assets from reference to be used in Unreal Engine for a browser-based production.
I UV mapped and textured assets, using Maya and Substance Painter, and assisted game designers with the implementation of the assets & materials.​
Sep 2018 - May 2021
SAE Creative Institute
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By order of experience:
Maya + Arnold, Photoshop, Substance Painter, Written documentation, Unity, Unreal Engine 4, Adobe Animate
I moved to Australia in 2018 to study 3D at a university level.
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At SAE I was able to further build on my pre-existing skillset, and in collaborative projects I was able to work on both games and animation work.
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I developed a further passion for character designs, environment props, lighting, and visual effects.
2015 - 2018
LBS Kreativa Gymnasiet
Trollhattan, Sweden
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By order of experience:
Maya + Mental Ray, Photoshop, Unity, Mudbox, HTML
In Sweden, you may choose a career specialisation right after finishing ninth grade.
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My love for video games & art made me choose game art as a specialisation in the Swedish version of high school.
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I developed a love for 3D art and the endless possibilities of Maya and Mudbox.