Every project here is the result of hundreds of hours in Blender: modelling, simulations, materials and production rendering. Some are personal, others commissioned. All with special attention to detail.
Some commissioned work remains private at the explicit request of clients.
2022 - Blender 3.2
Three months after opening Blender for the first time I decided to start my first big project: recreate the Game of Thrones intro in Blender, starting almost from scratch. The process taught me more about geometry, materials and animation than any course. Six months later, this was the result.
2023 - Blender 3.4
Three months after the GOT intro I wanted to go further. The main goal: master fluid simulations and push my materials to a noticeably higher level of quality. The leap from the previous work is clear.
2025 - Blender 4.2
Returning to Blender after a break. This time the challenge was clear: master Geometry Nodes from the inside and achieve richer, more controlled materials than in previous projects. This project marks a new technical and artistic stage in my work with Blender.
2024 - Blender 4.4
This project was created for the same client as Call of Shame (next video). The most technically complex work I had tackled up to that point. Smoke, cloth and hair simulations, rigged and animated characters. The client cancelled it five months in, but the result speaks for itself.
2024 - Blender 4.0
First professional commission. The client wanted an extended version of the GOT intro with real buildings instead of the original castles, each modelled from a single photograph. Notable improvements in materials and animation compared to my personal version..
2024 - Blender 3.6
Virtual recreation of a jewellery exhibition. Real measurements, precise colours, scaled lighting. An apparently simple project that became a deep lesson in light and materials. The museum owner was impressed by the accuracy.