Bio
It started with an empty 3D viewport. Everything else grew from there.
Born in Ukraine, now based in the south of France.
2001-2010It started by accident, with a book about 3D Studio MAX 2.5. The empty viewport offered a simple possibility: fill it with life and build a scene according to my own story. Professional 3D work followed at DVL Studio in 2001. Teaching 2D and 3D graphics at STEP began two years later.
2008-2018At VizMotor, the role grew from 3D generalist to project manager. Teaching game development courses also brought trained newcomers into the team. Some hands-on work always remained.
2009-2013Stories usually arrive as images first. Screenwriting studies gave that flow a structure, while storyboards and previs moved it back into images. A science fiction feature and a psychological drama are still in development as treatments with selected screenplay scenes.
2018-2025The focus gradually expanded from images to teams and production systems. At FishermenLabsUkr and later Lensman, my work centred on recruitment, team structure, administration, and coordination between supervisors and the wider team. Film previs and Unreal Engine lighting remained part of the learning process.
2024-nowThe first serious use of AI came through French study, then screenplay drafts, chatbots, and business processes. Coding agents now handle much of the code. My part is defining the problem, shaping the logic, testing the behaviour, and deciding what should be built.
Today, these experiences meet again in visual work. AI helps me explore characters, locations, motion, sound, and presentation. Longer stories remain the main direction, with enough space for a world and its characters. The final decisions about image and sound stay with me.