3d artist
Created the full cycle of game-ready 3D models for the metaverse and interactive locations.
Optimized scenes for target performance (polycount optimization and batching).
Developed storylines and animated cutscenes, handled camera staging and in-engine editing.
Acted as a technical bridge between the marketing and development teams: created promotional animations based on game assets.
Handled technical setup of meta-scenes in Unity (lighting, post-processing, collision setup).
Developed game environments in close collaboration with a Tech Artist.
Implemented a hybrid texturing technique: combining Hand-paint tiles with Trim textures, which achieved high visual quality under strict device memory limitations.
Configured materials and shaders to achieve the game's unique visual style.
Started career as a 3D Generalist, fulfilling orders for game model creation (Hand-paint, PBR, NPBR pipelines).
Grew to a Team Lead position: managed the creation process for game props, controlled quality and compliance with client technical requirements.