Direct line, no account managers, no intake queue.

Every project starts with a conversation with the person who will actually build it. A useful first email saves us both a round trip.

What to send:
  • What the project is: architectural visualization, product film, digital twin, narrative work.
  • The deadline. Competition entry next month and a masterplan next spring are different animals.
  • What you already have: CAD, BIM, blueprints, a sketch on a napkin, or nothing yet. All of these are workable starting points.
  • Rough budget range, if you have one. It shapes the approach more than anything else on this list.

No brief yet? Write anyway. Half of the work I do starts as an unformed idea.

FAQ

Every project is priced against its scope and its objective. The cost is driven by how exact the core object has to be, how many variations you need, the delivery format (stills, video, or interactive) and how much environment has to be built around it. Consulting is the exception: it has fixed entry points, starting at €800 for an audit. Tell me what it is, where it will be used and what it needs to achieve, and you'll have a realistic range within a day.

It depends on complexity, variations and format. AI-assisted concept visuals can be ready in 24 to 48 hours. A full interactive UE5 walkthrough is a production measured in weeks. Once I've seen the material, you get a fixed schedule, not a discovery halfway through.

The basics are enough: 3D or CAD files if you have them, otherwise drawings and dimensions; references for materials and finishes, branding guidelines where relevant, where the result will be used, and a deadline. If no files exist, I can work from sketches and references. The more complete the information at the start, the fewer surprises later.

Yes. It usually needs clean-up and adaptation for photorealistic shading or real-time performance, but it's the ideal basis for accuracy.

Yes. Nothing here runs on prompt-and-hope. Structure and design are locked to your 3D models, CAD files and depth maps; AI generates the environment, the light and the textures around them. Geometric fidelity stays at 100%.

You do: full commercial use, presentations, competitions, marketing, your own portfolio. The myth that AI-assisted work can't be owned applies only to raw, unshaped output. Every image here comes out of a directed process where the creative decisions are mine and the craft is real, and that human authorship is what passes the rights cleanly to you. The one thing I retain is the right to show the project in my own portfolio, unless we agree otherwise in writing.

AI is a precision instrument in this pipeline, not a shortcut. It accelerates concept exploration, environment generation, rendering and post, the parts that used to burn weeks. It never decides composition, structural accuracy or narrative. Those are dictated by thirty years of professional judgement.

Defined per project. We work in specific feedback cycles so the direction locks early and the scope doesn't reopen, which is what keeps both the timeline and the cost predictable.

Yes, and for defense, maritime and pre-release commercial work it's standard. A mutual NDA can be signed before any project detail is exchanged, and confidential work is never shown publicly.

Yes. Based in Athens, working worldwide. The workflow is fully remote: files, reviews and briefings run over secure channels, so location has no practical impact on the work.

A Narrative Blueprint, not a script. The core deliverable is a Story Bible and a full plot outline written as a mythistorema, a novella-form treatment backed by a world-building manual closer in structure to a tabletop RPG sourcebook than to a pitch document. That means character sheets with real psychological depth, cartography and schematics for territories, cities or star systems, and lore documented to whatever depth the universe demands: religious dogma of an alien species, cultural hierarchy, the theoretical physics of a spacecraft. The goal is a world with no gaps an audience can fall through.

The focus is high-concept fiction (sci-fi, epic fantasy, mystery, horror, historical), not social drama or comedy. And the story is human-built end to end: AI is used only as a spell-check and syntax diagnostic during correction, with every change manually approved. For final dialogue polish I bring in a specialist screenwriter; the architecture stays mine.

Tactical truth instead of choreography clichés. Drawing on a lifetime in Ko-ryū (traditional Japanese martial arts, studied since the age of five), I design fight logic that holds up: stances, spatial movement and weapon handling grounded in the reasoning of real schools, combat flow built around efficiency rather than spectacle, and historically accurate representation where the setting demands it.

It works in two directions. For live action, it arrives as a Tactical Briefing at script stage or as On-Set Advisory, including hands-on physical instruction so the cast executes the movement with real precision. For animation, games and CGI, the same logic is delivered where it's actually needed: shot-by-shot breakdowns of a sequence, reference footage and pose analysis for keyframe animators, weight and timing notes, motion-capture direction, and previz review that catches the moment a strike stops being physically possible. A drawn or simulated body still obeys balance, reach and intent; audiences feel it immediately when it doesn't.

It pairs naturally with the Worldbuilding service, where combat logic is woven into the culture of the world itself, but it stands alone: bring an existing script, animatic or blockout and it gets the same treatment.