Technical 3D Generalist and former Team Lead specialized in Character Pipeline Architecture and Advanced Technical Animation. I command a versatile animation workflow, executing high-fidelity character performance and complex body mechanics across Autodesk Maya, Blender, and Unreal Engine 5. My technical DNA includes a deep mastery of Physics-Based Simulations—including cloth, fire, smoke, and particle systems—developed within both Maya and Blender to achieve cinematic realism. I bridge the gap between DCCs and real-time engines by architecting seamless transitions into Unity HDRP and Unreal Engine, while utilizing After Effects for precision tracking, motion design, and cinematic compositing. Driven by a commitment to 'Industry Excellence,' I am an early adopter of emerging technologies, actively integrating specialized tools like iClone, Character Creator, and Cascadeur into my pipeline to optimize performance and creative output.