At DNEG, I created photorealistic hair, fur, and feather grooms for hero characters, and engineered guide-flow architectures in Houdini for complex creature grooms.
At Technicolor / MPC / MRX, I designed guide flows and produced realistic grooms for international productions. I also contributed to grooming pipeline R&D and mentored junior artists.
At Red Chillies Entertainment, I modeled and textured sets and characters, created crowd simulations, and produced grooms for feature-film assets.
My work also includes environment assets and procedural foliage at DNEG, plus digital sets, creatures, and FX simulations at PostHouse. I work across Houdini, Maya XGen, Yeti, Maya, and ZBrush.

