I view Environment/Level Art in games as a powerful narrative tool, conveying meaning through art, style, composition, shapes, details, lighting, color, and the overall gameplay experience via level design.
I am also focused on finding the most efficient solutions to complex challenges,
optimizing rendering, developing smart tools, promoting asset reuse, and maintaining a flexible and non-destructive approach.
Team collaboration, effective communication, proper planning, creating clear guidelines, providing timely feedback, and taking a systematic approach to all aspects of work are crucial to me. I strive to create effective and transparent processes.
I emphasize meticulous asset management and am always mindful of how my work
impacts the work of others.
Additional Information:
* Actively developing skills in Technical Art to improve efficiency in level production; exploring procedural generation workflows in Unreal Engine 5 (PCG) and optimization techniques
* Studying efficient shader workflows for environment art
* Researching advanced production pipelines for complex game systems and cross-disciplinary collaboration methods
* Developing small independent video games
* Practicing photography, with a focus on architectural lighting and artistic skill development
Projects: Spine
Role: Lead Level Artist
Responsibilities:
* Monitoring the visual direction of levels following artistic concepts and the project's style.
* Executing tasks to achieve harmony in the color palette, lighting, and overall aesthetic perception of the level.
* Creating effective and vibrant lighting enhances the level's atmosphere and evokes emotional reactions from players.
* Using various types of fixtures, shadows, and color filters to achieve the desired effect.
* Working on decorations to create richness and variety in the environment.
* Detailing environmental elements such as plants, furniture, structures, and other objects makes the level more interesting and appealing.
* Designing architectural elements of levels, considering not only functionality but also aesthetics.
* Employing compositional techniques to create beautiful and memorable images.
* Сoordination of work within the team
* Organization of work and building a technical pipeline of work
* Maintaining documentation
Projects: Metal Eden
Role: Senior Level Artist
Responsibilities:
* Collaborated closely with level and game designers to build and iterate on locations
* Led a team of 5 artists, overseeing quality control and taking ownership of a game map
Projects: GTFO, Den of Wolves
Role: Senior Environment Artist
Responsibilities:
* Created 3D models and textures, and set up materials in Unity
* Assembled prefab modules for procedural level generation in Unity
* Set up animations for environment elements
We are a small team currently working on a sci-fi first-person horror- puzzle adventure game
Project: Cyberpunk 2077
Role: Environment Artist
Responsibilities:
* Created modular architectural assets for in-game locations
* Developed mood boards for locations and collaborated closely with concept artists, leads, and the art director
* Gathered and analyzed references to define visual style, environment, and asset direction
* Set up and tuned materials for architectural assets
* Worked closely with level designers to support and enhance gameplay experience
* Built quest-specific locations and contributed to open-world environments
* Performed environment dressing and location detailing
* Handled basic lighting setup for levels
* Optimized game locations to meet performance requirements
* Collaborated with outsourcing teams: prepared technical tasks and reviewed asset quality
Project: Call of Duty: Infinite Warfare
Role: Freelance 3D/Vehicle Artist
Responsibilities:
* Created 3D assets based on technical requirements and concept art
* Performed full asset production pipeline: sculpting, high-poly and low-poly modeling, baking, and texturing
* Set up materials and ensured proper asset integration in the game engine
Project: Assetto Corsa
Role: Freelance 3D/Vehicle Artist
Responsibilities:
* Created high-quality 3D models of licensed vehicles for Assetto Corsa
* Worked on track modeling and environmental assets
Project: World of Warships, World of Tanks
Role: Environment Artist, FX Artist
Responsibilities:
* Worked on Level Art for World of Warships
* VFX development for World of Warships: explosions and splashes
* Close collaboration with tool developers to improve the engine (Big World) and special effects tools for artists
* Contributed to vehicle texturing for World of Tanks, focusing on tanks and related assets
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