My approach centered on bridging creative intent with production reality.
Depending on the project, this included remodeling and refining complex 3D geometry, preparing printable part breakdowns, designing interlocking assembly systems, extracting flattened surfaces for paint masks, and creating scaled graphics for application to finished miniatures.
Throughout the process, I focused on preserving design fidelity while ensuring that every asset was clean, functional, and usable by the production team. The goal was always to support a seamless build process while maintaining the visual standard expected in high-profile film and commercial work.
This case study includes work from Fantastic Four: First Steps, Alien:Romulus, and On: Zome Dreamers.
For Fantastic Four: First Steps, I contributed to the development of the Excelsior spaceship as part of the Pro Machina team. My role focused on converting rough artistic models into polished, production-ready geometry suitable for physical fabrication. This included extensive topology cleanup, part segmentation for print-bed constraints, and the design of interlocking features to support assembly. I also created flattened stencil files used as masks for the model’s painted surface treatment. The work required close technical refinement while preserving the intended form and visual character of the original design.






For Alien: Romulus, I helped produce physical models of the Echo Probe and Corbelan spaceships in collaboration with Pro Machina. My contributions included refining complex 3D models into manufacturable assets, preparing them for printing and assembly, and creating stencil masks for color application. I also developed scaled graphics for the finished ships, recreating studio-indicated markings and aligning them with concept references for accurate application. This work required a balance of technical cleanup, fabrication logic, and visual precision across multiple stages of the production process.










For the On: Zone Dreamers commercial, I contributed to both the spaceship model and environmental graphics used in the practical effects build. Working with sketches provided by Ian Hunter, I modeled the ship in 3D and developed the necessary structural and surface drawings for production, including cross sections, packaged build files, and assembly diagrams. In addition, I recreated and scaled environmental graphics based on studio-provided real-world references for application to the miniature set. The project called for a combination of original 3D development, technical documentation, and graphic adaptation in support of a cohesive final visual result.







3D Modeling, Fabrication-Ready File Preparation, Part Segmentation, Graphic Recreation, Cross-functional Collaboration, Technical Communication, and Detail-Oriented Execution