3D Artist & Graphic Designer
Dimensional worlds. Graphic systems.
Things that shouldn't exist — built carefully.
Light diffusion through dense volumetric fog — heavy Cycles render, 2048 samples, ACES tone-mapping.
Hard surface modeling. Worn metal, procedural rust, chipped paint via multi-layered shaders.
Digital sculpt — anatomy, stylized surface detail, and custom MatCap shading.
Geometry Nodes terrain system with adaptive detail, layered sky, and atmospheric depth.
Experimental material nodes — noise stacks, procedural displacement, emission maps.
Full visual identity — logomark, type hierarchy, color system, usage guides.
Print and digital editorial design. Grid systems, modular type, column logic.
A series of posters — mixed media, digital illustration, heavy typographic hierarchy.
UI animation system — timing curves, state transitions, micro-interaction design.
Display typography experiments. Optical sizing, letterspacing, variable font axes.
Physical packaging design with Blender-rendered 3D dielines and mockup shots.
I go by A Very Bad Idea. I make things that probably shouldn't exist — three-dimensional scenes, motion work, visual identities, and anything else that sits at the intersection of design and dimension.
My tools are Blender, Illustrator, Photoshop, and a stubbornly high standard for craft. I work across 3D visualization, graphic design, motion graphics, and brand identity — sometimes all in the same project.
If you have a project that sounds like a bad idea, that's probably a sign we should talk.
Open for freelance projects, commissions, and collaborations. Tell me what you're working on — even if it sounds like a bad idea.