I'm a creative technologist working in real-time 3D and generative AI. My practice combines Unreal Engine, MetaHumans, Vicon motion capture, Blender, Octane, and ComfyUI with image and video generation models.
Selected work spans film, fashion, music, and exhibition; shown internationally and featured in editorial press. I also teach on YouTube and Instagram.
Open to commissions, collaborations, and R&D partnerships.
Based between Tel Aviv and Paris. Specializing in 3D animation, modeling, rendering, immersive video, GenAI, and AR.
A Tekken-inspired retro pixel fighting game — two fighters, best-of-3 rounds on a neon-dusk rooftop dojo. Every sprite, portrait, stage, word-art, sound effect and music track was generated with local AI (ComfyUI: Qwen-Image, Stable Audio Open, ACE-Step) and wired into a hand-built Phaser engine.
Kai and Nova each carry ~30 animation states — movement, six attacks, throws, blocking, hit reactions, knockdown → wake → KO, victory poses — plus animated projectiles with impact bursts, a metered Overdrive super, and arcade word-art (ROUND · FIGHT! · K.O. · PERFECT). The asset pipeline runs against a local RTX GPU: reference-conditioned image generation keeps the fighters on-model across every state, chroma-key strips are auto-sliced and scale-normalized into aligned frames, and the soundtrack — 13 SFX and 3 chiptune tracks — is generated the same way.
Controls: P1 — A/D move, W jump, S crouch, Q block, E/R/T attacks, Q+E Pulse, Q+T super. P2 — arrows, I block, O/P/L attacks. Double-tap to dash. Best of 3.