Working at Robot Air has been one of the highlights of my career. I led and trained teams, developed new pipelines and workflows, and processed hundreds of assets—transforming high-resolution raw data into optimized models ready for use in film and games. I also had the opportunity to connect directly with Epic Games, who generously shared valuable insights and techniques that have helped shape my workflow over the years.
At Odyssey, I worked across a wide range of projects—from architectural renders and product animations to animated game trailers. Each project pushed me to adapt quickly, learn new techniques, and grow as a 3D artist.
Fast paced - hustling studio! Constantly chasing the deadlines and pitching new ideas in the boardroom. This was not only a change of pace but an introduction to speed!
Learnt new tricks and skills, and made some new friends before it was time to chase a new adventure.
Balisti Studios is without a doubt a great place to work. Started out as a small team within Triggerfish I had to jump back and forth between projects on film and gaming.
I was one of their first employees and have grown alongside this great company.
Straight from college, I interned at Triggerfish on Stick Man in 2014 and soon moved quickly through the ranks.
To help pay for my studies I got a job as a personal assistant to a film company. My duties included everything from fetching coffee to sketching concepts or even helping lighting take down rigs during a storm.