Artist, designer or programmer ?

Yes.

I am a highly organized and self-driven polymath who can build both beautiful and functional systems.

Take a look at my work!

Web01

German Website

Rinf.Tech

Software used:

Figma

Concepts

The Client

Rinf.Tech is a technology solutions organization that operates in areas such as — but not limited to —  software development for personal finance, banking and the automotive industry.

What I did

My job was that of creating the german version of their website, while at the same time revamping the design to give it a more modern look.

A button leading to the figma project for the website

Click here to explore
the whole project!

A button leading to the figma project for the website

Click here to explore
the whole project!

Design approach

In order to stay true to the brand,
I have used the same faded picture approach present throughout their previous branding projects.

I’ve decided on using parts of their logo as clipping masks for some elements on the page to give the design a more organic look and feel.

Design01

Event Media

Institut Français

Software used:

Procreate

Adobe Illustrator

Adobe InDesign

The Client

The French Institute in Timisoara focuses on offering classes and organizing events for the youth and familiarize them with the french language and culture.

What I did

For this project, my job was to create promotional material for their upcoming language learning event. For this, I’ve created a playful illustration and dice

inspired by Rory’s Story Cubes in order to relate to the target audience and give an idea regarding the proposed activities.

Difficulties encountered along the way

The most difficult part of this project was that it offered different classes for children aged 1 to 18. In the end I’ve chosen a playful approach in order to quickly show which classes are addressed to which age group.

Design02

Social Media

Ghid Contabil

Software used:

Adobe Illustrator

The Client

Ghid Contabil (Accounting Guide) is a Romanian accounting firm that is creating content on social media targeted towards new entrepreneurs.

What I did

My task was to better contour the company’s branding and to create social media posts that would be easily digestible for the financially untrained entrepreneur and recognizable from a brand standpoint.

Copywriting

The most difficult part of this project was distilling the message in order to write an easy to understand copy.

The client has had an influx of new clients due to the success of the social media posts.

3D//01

Mr.Jarro

Leo Burnett

Software used:

zBrush

Blender

Substance Painter

My workflow

I have sketched out the overall model in zBrush and then retopologized it in Blender. I followed that by UV unwrapping it and texturing it in Substance Painter. After that followed the hair system, grooming, rigging skinning, posing and rendering — all of which was done in Blender.

Difficulties encountered

The most difficult task was creating the rig for the eyelids, since their shape was that of a flattened sphere. In order for them to properly adhere to the eyes, I have created a rig that deforms them in realtime and then projects them onto the surface of the eyes.

3D//02

Slavmurai

CG Boost

Software used:

Procreate

zBrush

Blender

Context

While learning how to work in 3D, I’ve stumbled upon CG Boost, a website dedicated to producing quality tutorials for Blender (their tutorials can also be found on YouTube).

The character on the right is my entry into one of their monthly 3D competitions. The month’s theme was “Samurai”, and I chose to distance myself from the traditional view on the subject and create a more modern makeshift approach.

My workflow

Due to the fast paced nature of the project, I’ve taken many shortcuts when it came to creating it. The first one was  posing a character in DAZ Studio for the base mesh, after which I considered creating the clothes in Marvelous Designer, but it turned out to be too slow to do so. Finally, I’ve modelled all elements by hand in zBrush, except for the swords, which were easier to create in Blender.

Because I’ve been focused on finishing the project as fast as possible I may have not noticed that the katana is supposed to be held differently (with it curving downwards), but taking into consideration the way he’s dressed, one could say that he might not care.

Fun fact: the most infuriating and time consuming thing that I did for this project — by far — was to create the Sageo (the knot around the sheathe of the katana) since I didn’t want to just fake it and had spent time looking up tutorials on how to tie it properly.

3D//03

Tree of Life

BARBAR

Software used:

Blender

zBrush

3DS Max

Corona Renderer

Quixel Megascans

Adobe Photoshop

The Client

This is a self driven project that I made while employed at the ArchViz company, BARBAR Studio.

What I did

Apart from trying to get 3DS Max to stop crashing, the most difficult part of this project was to blend the textures that appear on the tree based on their distance from the trunk and also get them to flow in the right direction.

My workflow

I created it using Blender, procedurally growing the tree shape using Grove3D, a tree growing simulation add-on. Digitally growing a tree is more fun than it sounds, as pruning the branches makes it grow the way you want.

I then transfered the trunk into zBrush in order to sculpt more organic shapes and give it a more human touch. The next step was transfering it into 3ds Max and using Corona Scatter in order to place the leaves using the vertex weights generated by Grove3D. For the textures and extra models that were kitbashed into various parts of the trunk and branches I used assets from Quixel Megascans. The last step was rendering it using Corona Renderer and touching it up in Photoshop.

Game01

Anatomy VR

Personal

Software used:

Procreate

Project Description

This is a personal project that I’m working on whenever I find the time. It is a VR Anatomy game for the Oculus Quest that is focused on providing a new way of learning anatomy from the confort of one’s own home.

Reasoning

One of my passions is studying anatomy.  I have followed numerous courses on the subject and I’m always on the look for the newest tools that help students learn it in the most intuitive way.

It came to me with great sadness (and intrigue) that there is only one application in VR that touches on anatomy. In my opinion it costs too much to be a viable investment and also it’s not taking advantage of the immersion of the medium.

The application features a couple of game modes, some of which may be unusual:

Exploration:

This is the typical anatomy mode in which you can inspect the model and read info about each part of it that you want.

Flashcard:

In order to study the theory behind it. Questions will appear on a screen, prompting the player for an answer. He would then pick from the model the specific part he’s thinks is right and throw it towards the question to validate his answer.

Throwing it out the window wouldn’t give extra points, but it sure would be considered stylish.

Artist:

In this mode, the player will be able to pose the model and draw it on a rescalable canvas. Since VR is inherently not that accurate, this mode is intended more for gesture drawing.

Puzzle:

This is going to be broken down on difficulty levels, since the human body contains 206 bones and about 600 muscles. The easiest mode would have you place the biggest parts, while the hardest would feature even the tiniest of them. Second illustration is a concept of how this game mode would work: the player would receive a box with body parts and he will have to connect them like pieces of a puzzle in the guide shape.

Game02

Maze Runner

Personal

Software used:

Unity Engine

VS Code

The Client

This is one of the exercises that I did during this year in order to learn how to work with Unity Engine and C#.

What I did

My goal was to create a simple game in which the player controlls a ball that can roll and jump around and over obstacles in order to reach the finish line.

Enemies & Camera

Because it was too boring to just roll and jump around, I’ve added a mechanic in which the turrets launch a ray when the player enters their detection collider and only target and attack him if he’s the first object that’s being hit (so the player would be able to hide behind walls).

I have also implemented a 3rd person camera system that follows the player around and revolves around him based on the position of the mouse if the left click is held down (I didn’t want to use Cinemachine because I felt that the exercise of creating my own system would do me some good in becoming better at programming).

Game03

Fruit Ninja Clone

Personal

Software used:

Concepts

Unity Engine

VS Code

The Project

For a long time I’ve wanted to get started with game development. This project is the third game devlopment exercises that I’ve set out to solve in order to get familiar with the Unity Engine.

What I did

For this project, I wanted to try out a more pedantic approach, which was to break down all the necessary steps and then tackle them one by one.

Organizing my thoughts

This project was a lot of fun to create. The most intriguing part for me though has been all the planning that is required to break down such a project. Turns out drawing skills help a lot when learning game development since you can more easily think through difficult problems by expressing them visually.

About Me

Education:

2017-2020
Graphic Design - West University, Timisoara

2018-2019
Fine Arts - Universitat Koblenz-Landau

2022-2025
Game Programming - TH Koeln

Languages I know:

Romanian - Native

English - Fluent

German - Conversational

What software I use:

Design:

Adobe Suite

Figma

Webflow

Procreate

Spline3D

3D Art:

Blender

3ds Max

zBrush

Substance

Marvelous Designer

Programming:

C#

Python

CSS

HTML

JavaScript

Games:

Unity

Unreal Engine

Miscellaneous:

I love technology

Introverted but friendly

Wish I were a cat