As a 3D artist, I am passionate about game art and development. I am detail-oriented and strive to improve the quality of my work with each piece, focusing on enhancing the artistry and effectiveness of my creations. Learning and development are essential to my craft and I am always looking for new ways to improve my skills.
Throughout my career, I've had the fortunate opportunity to produce assets for a range of projects spanning the gaming industry, advertising, and virtual production. My responsibilities encompassed creating environments, props, equipment, weapons, and robots. I was fully involved in every step of the asset creation process, from modelling to integration within the game engine.
Projects:
- Ghostrunner 2
- Street Outlaws 2
- Squad
- Dying Light 2
- Starfield
- Gray Zone
- Karate Combat Season 3
- Renault Espace 2023 Advertising
Worked on development pipelines for using Unreal Engine in cooperation with Epic Games for automotive companies Mercedes and another. Providing high-quality environment and cars for car configurators (like in Need for Speed or Forza Horizon), the onboard system in a car, and HMI.
I participated in the creation of game resources for AAA games. My main focus in the work was on the environment and props. For creating an atmospheric copy of Chornobyl and the abandoned post-soviet environment.
Projects:
- S.T.A.L.K.E.R. 2
I was involved in the development of high-quality models for the RIDE and Monster Energy Supercross game series. I created vehicles and environments for games. I was responsible for the modelling, texturing, rigging and integration in UE.
Projects:
- Monster Energy Supercross - The Official Videogame 3
- Ride 4
I contributed to the development of digital assets for the dynamic worlds of the metaverse and e-commerce. My expertise was utilized to create and design a diverse array of digital assets that elevated the virtual experiences for users.
I was involved in a project to model large prop packs for architectural rendering in Unreal Engine. My responsibilities included modelling, fabric simulation, sculpting, shader preparation, and engine implementation.
I was responsible for creating historically accurate replicas of planes and tanks for MMO games. With meticulous attention to detail, I carefully modelled these replicas using reference photographs from renowned history museums and private collections. By faithfully recreating every aspect, I have provided players with an authentic and immersive experience.
Projects:
- War Thunder
I was responsible for creating architectural objects for 3D maps in the Middle East and Asia regions. My contributions involved designing and developing detailed and accurate 3D models that seamlessly integrated into the digital landscape.