I'm a Computer Science and Digital Media Arts dual-focus creator — trained to think in systems, but building for how things look and feel. That split is the whole point: I don't just make art, I understand the pipeline it has to survive to reach a screen.
On the technical side, that means comfort with real-time rendering, asset optimization, and the kind of pipeline thinking that keeps a scene running at frame rate instead of just looking good in a still. On the creative side, it's 3D character work, motion capture-driven animation, and hand-tuned illustration — most recently an ongoing samurai character series and a cinematic, Three.js-driven portfolio experience.
I've also worked as a Motion Graphics Tutor, which sharpened a skill that doesn't show up in a reel: breaking down technical, often abstract concepts — rigging, keyframe logic, render pipelines — into something a beginner can actually act on. That same instinct shows up in how I structure my own projects: build it so the mechanics are legible, not just the surface.