Senior Environment Artist with 9+ years of experience in AAA game development and outsourcing studios.
Worked on shipped titles, including Eriksholm: The Stolen Dream, Starfield, Ghostrunner 2, and STALKER 2.
Specialized in large-scale environments, modular workflows, PBR materials, lighting, and environment storytelling.
Strong production mindset with experience owning locations from blockout to final polish and collaborating closely with Level Design and Art Direction.
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.