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I’m a London-based Italian Character Artist- Game Modeler and my main focus has always been modelling/texturing and character animation. My passion for CG has spanned over a decade.  At first it was just a fascination for cartoon and manga and this developed into a passion for all things CG since 2002. It was then that I started to research the right place to train and develop my skills in CG; the most impressive place was the European Institute of Design in Milan where at that time they’ve just started a new course called “Virtual design”, mainly focused on the 3D related to Games, Commercials and VFX.  It was here I learned the basics of the most common software: Maya, 3DSMax, XSI.

 

I have shown a lifelong commitment to learning and honing my skills.  Once graduated I wanted to deepen my expertise about CG applied in VFX and Games, so decided to move to LA where I attended the High-End Certificate in Visual Effects at the Gnomon School of VFX.  During this course I definitely understood that modelling and animation were the things I love the most about this job; the importance of the anatomy applied to a character, his silhouette, the gesture, the story behind it and also having been in touch with respected industry professionals who shared their work and helped guide me throughout my study. 

 

I count myself lucky to have learnt from great masters; particular people I admire are Scott Spencer, Ryan Kingslien, Kevin Hudson.  I’ve studied Poly and Nurbs modelling, concepts design, lighting, compositing, match-moving, storyboarding, traditional sculpting, set extension, acting, history of VFX, traditional and computer animation.

The thing that is more stimulating for me in this job is that is a never ending learning process, testing and experimenting new tools and new techniques every day, discover new creatures, expanding the reality; it lets you open your mind in every possible direction.

 

 

In terms of hard skills, I am an expert user of Maya, ZBrush, Photoshop, Topogun and UV Layout,Keyshot, Marmoset Tollbag and intermediate level 3ds Max,Substance Painter, Udk, xNormal and Crazy Bump.  In terms of vision and passion, I hope I’ve already outlined my passion to produce high quality work, and coupled with my technical capability of being able to make this happen.

 

Experience:

 

Modeller-Massa Virtual Impulse Games Studio

Aug.2013-Present

Project: “Nation Rodera”

Collaborating with the designer Massa Bruno in the development of his first title.

Responsible of Low Poly modelling of props and characters, UVs and export of mesh-ready for UDK.

 

Character Modeller-Mountainwheel Games

Jan. 2013-Jul. 2013

Project: “Dead Man Zand”

Low Poly modelling, UVs, digital sculpting, and maps creation

Software: Maya 2012, ZBrush 4r4, Photoshop CS 5.1

 

Modeller-CG Generalist at Universal Production Partners

Apr. 2011-Jun. 2011

Project: “Red Tails”

Hard Surface Modelling, of various types of vehicles and props from the Second World War period, plus UVs.

Match move clean-up, first pass animation and layout.

Lighting and Render Set-up in Mental Ray

Software: Maya 2011-UV Layout, Photoshop, Mental Ray

 

CG Generalist at Blackmamba3D

Nov.2010-Jan.2011

Project: “Iou”

Lighting, Shading and Render Set Up for the plot episode

Software: Maya 2011, Mental Ray

 

Character Animator-CG Generalist at Blinding Films

Dec.2008-Jul.2010

Project: “Dawn of Darkness” (LARFF 2010 Best Digital Effects Award)

Character and Props Animation for the replacement of a real life actor with a full CG Orc.

Lighting and Rendering Set Up, and Compositing for final

Software: Maya 2008, Mental Ray, Shake 4, Photoshop

 

Character Animator Internship at Studio Base 2

May 2006-Oct.2006

Project: “Noa e la Gola di Olduvai”

Facial Animation, full body animation cycles for humans and animals

Software: Softimage XSI 5

 

Education:

 

Online ZBrush Sculpting Course (Sept.2016-Jan.2017)
Online Digital sculpting class focused on likeness with Hossein Diba

Gnomon School of Visual Effects (Mar.2008-Jan.2010)

High End Certificate in Visual Effects

Impact International College (Sept.2006-Jul.2007)

Intense English course for the University of Cambridge

Istituto Europeo di Design –I.E.D.- (Sept.2003-Jul.2006)

Graduate in the Virtual Design Course

 

Rewards:

 

For the work in Dawn of Darkness:

 

Best Digital Effects at the Los Angeles Reel Film Festival 2010 (LARFF)

 

 

Software:

 

Autodesk Maya, ZBrush, Photoshop, Topogun and UV Layout, Keyshot, Marmoset Tollbag, 3ds Max,Substance Painter, Udk, xNormal and Crazy Bump.

 

Languages:

 

Italian (Native), English (professional working proficiency)

Orc and Daemon participate for the CG Trader Award

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