Principal material artist and Adobe Substance 3D specialist. I build production materials, custom Designer tools and smart materials for games, VR and simulation.
Recent work: Batman: Arkham Shadow (Camouflaj / Meta), Half-Life 2 RTX (Orbifold Studios), Iron Man VR, Phantom Fury. Adobe Substance 3D content collaborator. Material and tech-art mentoring at the Royal Netherlands Navy simulation centre.
Open to targeted consulting, material direction and mentorship.
Principal Material Artist at the Maritime Simulation Centre. Procedural materials, shaders and lookdev for VR training in Unreal, authored in Substance 3D Designer and Painter. I set the material bar, run workshops, and mentor interns so graphs and master materials stay production-ready.
Started as reservist (Sergeant Specific Expertise); civilian contract at the same centre from 2022.
Freelance material and technical artist: procedural Substance graphs, tools and Unreal materials for games, film, archviz and commercial work. I help studios build reusable material systems and robust artist workflows they can grow on.
Short consultancy: custom Substance 3D tools to speed up material authoring and tighten artist workflow.
Created content for the Substance 3D Suite with the Adobe team — production examples that show how the tools are meant to be used.
Production materials and decals for the Half-Life 2 RTX remaster (Orbifold), targeting the Remix / path-traced pipeline.
Contracted via Meta, embedded at Camouflaj. Materials and artist tools for Batman: Arkham Shadow.
Material/tech-art support on Iron Man VR (Quest 2). Substance workflows and production materials for headset constraints.
Substance 3D tools for a PBR library spanning stylized to photoreal, games and film. Scalable procedural workflows built for consistency across projects.
Content for the Substance 3D Painter library — materials and examples used by artists worldwide.
Materials, textures and Unreal optimization. Visual quality with performance ready to ship.
(Warpaws & Phantom Fury)
Materials and patterns for a commercial real-time texture library.
Led textures, UI, environment maps/skyboxes and VFX. One clear visual language across the project.
(Arcan, Shattered Origins, Ruin)
Discipline, training, and working inside a large operational organization.