I’m a Technical Artist who started out in environment art before naturally moving toward the technical side of game development. I’ve been making games since 2018, and over time found myself drawn to the space where visuals and systems meet — building things that not only look good, but work well in real-time.
Most of my experience comes from working in small teams, which means wearing multiple hats, solving problems across disciplines, and staying adaptable throughout production. It taught me how to take ownership, figure things out when they need figuring out, and keep things moving forward.
I’ve also contributed to outsourced work for Assassin’s Creed Shadows, where I gained insight into larger production pipelines and industry-level workflows.
As the founder of an indie studio, I help direct projects from idea to execution — supporting my team, setting quality standards, and making sure what we build is both visually strong and technically sound.
I care deeply about the craft behind my work. For me, good visuals should always serve the experience, and the best solutions are the ones that support both the art and the people building it.
Currently leading development of a multiplayer party game at 9 Lives Games, directing both the creative and technical vision.
I work across disciplines — building gameplay-supportive shaders, developing real-time visual systems, and establishing production workflows that allow a small team to move efficiently while maintaining a high quality bar.
The project has reached a playable vertical slice and was showcased at IGDX 2025.
Contributed to production through outsourced development, creating optimized modular assets and supporting technical integration within the Anvil pipeline.
Working within a large-scale AAA environment gave me firsthand experience with structured workflows, cross-team collaboration, and production-level quality expectations.
Developed within a 10-day production cycle for Game Seed 2025, one of Indonesia’s largest nationwide game jams supported by the Ministry of Creative Economy (EKRAF).
The project required rapid problem-solving, clear team coordination, and disciplined execution to bring the game from concept to a fully playable state under tight constraints.