With a deep dedication to game development, I am passionate about creating immersive experiences and fostering creativity within teams. Over the past seven years, I have contributed to multiple AAA titles, honing my expertise in environment art, asset creation, and pipeline optimization. My background in product, architectural and interior design has given me a solid artistic foundation, which I leverage in my current work.
I thrive on collaboration, mentoring, and leading teams toward ambitious goals. My strengths include structuring workflows, developing documentation, and helping artists unlock their full potential. With a deep understanding of tools, techniques, and industry pipelines, I am driven by a relentless curiosity and the desire to push creative boundaries.
In addition to my technical and artistic skills, I am committed to building strong connections within my teams. My approach emphasizes clear communication, professional growth, and delivering high-quality results. Whether through creating educational content, providing feedback, or guiding projects from concept to completion, I take pride in making a meaningful impact on the people and projects I engage with.
- the production process itself including tasks estimation and their completion, quality approval, art consistency;
- the communication with the Production team;
- building the team including internal processes, checking the team's capacity, implementing new requirements, making sure the quality is met and asset delivery is stable;
- maintaining and updating documentation in accordance with the new tech and art requirements;
- creating full pipeline props;
- implementing new tools and software;
- provided mentorship for up to six artists and integrated newcomers to the project;
- researched and developed Nanite pipelines for the new project;
- produced educational content for the team;
- implemented new tools and software to achieve goals of the project.
- created full pipeline environment and architectural assets, set up the materials for further work in engine (collision and LOD);
- worked with the Team Lead to meet the visual fidelity requirements of the brands;
- successfully passed Test task for the new incoming studio project;
- developing new designs for hard surface kitbashing sets.
- mid/subd modeling.
- developing designs for props, mechs, weapons, vehicles and environments.
- modeling (low/high, mid/subd) and sculpting of props, weapons, vehicles, architecture, vegetation, landscapes and it's elements.
- unwrapping, baking, texturing with tileable and tailor-made textures , transfering maps from objects to objects, creating lightmaps and masks.
- optimization of models, creating of LODs and collisions, creating of basic rigs and animations of hard-surface objects.
- importing and setting up objects and landscapes in UE4.
- creating and setting up scenes, PBR materials and shaders in UE4.
- creating low/high poly models.
- improving concepts.
- providing retopology and unwrapping.
- baking, PBR texturing, rendering.
- developing of major interior and architectural projects.
- delegating tasks to design crew and subcontractors.
- providing counsel on all aspects of the projects.
- negotiating with media and magazines.
- creating architectural and interior-design projects (3Ds Max).
- 3D visualization (V-Ray, Corona).
- negotiation with clients and subcontractors, delegating tasks, organizing coordination and
communication for the best project development.
- leading designer supervision.