Senior Procedural Artist | Electronics Engineer (M.Sc.)

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My background is in Electronics Engineering, and that way of thinking shapes how I approach my work. I naturally see environments as systems—data, logic, and dependencies—not just visuals. Bringing VFX and simulation principles into procedural world-building felt like a natural progression.

At Exists, I architected a fully procedural world-generation pipeline driven by user sketches. I built the Houdini-based logic, integrating it into Unreal Engine 5 and a universal PCG framework for biome distribution. The project was later featured in GamesBeat.

I come from an FX and simulation background, and I prioritize structure, performance, and clarity in everything I build. My goal is simple: to automate technical complexity in order to achieve high-end visual results with maximum efficiency.

Based in Georgia (GMT+4), collaborating remotely with international teams. — [email protected]