You can download my CV in PDF format from here: PDF

I’m a CG Generalist working at DIGIC Pictures since 1st february 2012, and I have worked on the following projects:

  • Castlevania 2 Trailer,
  • Assassin’s Creed 3 Cinematic Trailer,
  • Assassin’s Creed 3 TV ad,
  • Halo 4 Cinematics,
  • Assassin’s Creed 4: Black Flag Announce trailer,
  • Assassin’s Creed 4: Black Flag Trailer,
  • Assassin’s Creed 4: Black Flag Tattoo TV Spot,
  • Watch Dogs Trailer,
  • AMD – Be Invisible Trailer,
  • Watch Dogs TV ad,
  • Assassins Creed 5: Unity Cinematic Trailer,
  • Assassins Creed 5: Arno Trailer,
  • Call of Duty trailer and In-game Cinematics,
  • Assassins Creed 5: Dead Kings Trailer,
  • Witcher 3 Trailer,
  • Assassins Creed Syndicate Trailer,
  • Destiny: The Taken Kings Trailer
  • Final Fantasy XV – Kingsglaive Feature Film
  • etc…

I met with 3d graphics when I was 13 years old, and that was the time, when I realized I want to be a 3D artist, or something like that. I didn’t even know the name of that job. :) I just simply knew, that this is what I want to do in my whole life, so I started learning 3dsmax R3, that has been given to me by one of my friends. After that I spent a lot of time learning the software, and I have also made a degree at the University of Óbuda as a Light Industry Engineer (Printed Media faculty). Here we learned about printing technology and the rules of creating proper printed and online mediums. Here we also learned the overall management of the industry. I have written my thesis about Rendering Engines and GI methods. (at the last two years I also taught 3dsmax for students)

After my final exam, I get my degree, and I have started working at DIGIC Pictures as an Environment Artist in 02.01.2012.

I was one of the first people who has been promoted to a department generalist, because I was proactive, and I always wanted to see the bigger picture of the whole pipeline. That’s how I know what is important and what is not in my job. I also like to share my knowledge with other people too. Currently I’m teaching foreign people to our pipeline in English.


I’m doing my everyday tasks mostly in maya and modeling tasks in 3dsmax. I’m writing workflow speed up scripts to skip the boring parts of my job, so I can concentrate on the quality of my tasks. I’m a self-thought scripter and coder (mostly maxscript and python script, and a little MEL), and I’m also learning other programming languages like C++ for doing the math heavy parts of the scripts. I’m currently learning the maya and 3dsmax API.

In 2015 I have released the free rapidTools Toolset for public use, that contains about 20 usefull scripts and snippets, for quad and subdivision modeling.

Because Maya is a pipeline software, I have started creating python scripts as well, to make the workflow efficient and tasks more simpler and easier to create by merging a lot of steps together. I have shading experience in the most common shading systems, including Specular Glossiness / Metalness Roughness systems.

I’m planning a simplified shading workflow recently to make life easier under Arnold, by creating an automated shading network generator built on top of the well known substance painter and designer.

For sculpting I’m using the industry standard ZBrush. In my freetime when I’m not scripting I mostly create head sculpts for practice and fun purposes.

For texturing, my main workflow is based on Substances Painter and Substance Designer. I used to create photo realistic textures in Photoshop and Bodypaint 3D. I’m also familiar with shading techniques based on VRay and Arnold, knowing the importance of th fresnel term, the GGX distribution function and energy preservation.

I spend my time in the last few month with scripting and converting assets from a different pipeline into ours.

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