Back homeLeading, Mentoring & Teaching

Building teams that grow together

I lead distributed creative teams the way I'd want to be led — with clear visual feedback, shared knowledge, and respect for people's time. Mentoring is my favourite part of any project.

200+

Artists guided

30

Feedback Managers trained

9

Countries

5 yrs

Teaching 3ds Max

Feedback that travels across cultures

Across 9 countries and many languages, I learned that the clearest feedback is visual, not verbal. I designed annotated, side-by-side review systems and trained senior artists into “Feedback Masters” — so quality became a shared language the whole team owned, not a bottleneck. I taught 3ds Max for five years, and that teacher's instinct still shapes how I lead.

Case studies

Leadership in practice

Team Leader & Quality Supervisor

Creators3D / Hexa3D · Jul 2020 – Sep 2022

Featured
Remote ManagementQAAmazon ARPipeline Design200+ Artists

The challenge

Managing 200+ 3D artists and 30 Feedback Managers across 9 countries (Spain, Italy, Russia, India, Colombia, Mexico, Brazil) to deliver thousands of AR assets for Amazon and Wayfair — consistently meeting strict technical specifications despite language barriers, different toolsets, and timezone differences of up to 12 hours.

The approach

I designed a tiered feedback system using annotated visual references and side-by-side comparisons with target benchmarks — replacing text-only critiques that failed across language barriers. I then trained 30 'Feedback Masters' (senior artists acting as quality ambassadors in regional sub-teams), which multiplied review efficiency without requiring my direct involvement at every level.

The outcome

Rework cycles dropped significantly as artists internalized the quality language. Assets reached final approval faster, and the team's shared visual vocabulary became a competitive advantage for Hexa3D's Amazon AR pipeline — scalable across hundreds of artists without sacrificing consistency.

Product Tech Artist — Bridging Art & Technology in Unity

Sett · Feb 2025 – Present

Featured
UnityPipelineTool Validation30+ TitlesMobile Games

The challenge

Simultaneously managing 30+ live Unity projects for performance marketing — each with different game mechanics, technical constraints, and art styles — while ensuring quality and speed across the full production pipeline.

The approach

Built repeatable protocols for each stage of the pipeline: asset integration, Unity module testing, and QA before artist handoff. Collaborated daily with engineers to catch tool issues early, keeping the creative team unblocked and reducing back-and-forth between departments.

The outcome

Delivered consistent, production-ready assets across 30+ game titles simultaneously. The bridge role became a model for how technical and creative pipelines can operate in sync — reducing rework and accelerating delivery cycles.

Independent Consultant — Workflow & Strategy Optimization

GLG Network · Mar 2024 – Present

ConsultingWorkflow AuditPipeline StrategyCreative Direction

The challenge

Helping diverse creative businesses identify invisible inefficiencies in their production pipelines and team workflows — without disrupting ongoing operations or imposing one-size-fits-all solutions.

The approach

Conducted structured workflow audits — interviewing team members at different levels to map current processes and find friction points. Synthesized findings into actionable recommendations focused on scalability, clear ownership, and cross-team communication.

The outcome

Delivered strategic recommendations that improved team productivity, reduced communication overhead, and enabled more scalable production workflows for multiple clients across the creative industry.

Lead Character Artist — Game Character Production

Sylic Games · Apr 2003 – Dec 2004

Character ArtTeam Leadership3ds MaxArt Direction

The challenge

Leading a character art team in the early days of 3D game production — establishing art standards and workflows when real-time 3D tools and pipelines were just beginning to mature.

The approach

Combined hands-on character production with team direction — personally modeling, texturing, and animating while providing art direction and feedback. Established visual consistency standards early in production to ensure cohesive character quality across the game.

The outcome

Delivered a complete cast of game characters within production timelines. This role established the foundation of my dual expertise in both technical character production and art team leadership.

Like what you see?

I'd love to hear about your team and what you're building.

Get in touch