I'm a 3D Artist with over four years of experience in the game industry, having contributed to AAA titles such as Mafia: The Old Country. I specialize in creating high-quality environment and hard surface assets, working with tools like 3ds Max, Substance Painter, ZBrush, Marvelous Designer, and Unreal Engine 5. My work involves sculpting detailed high-poly models, building optimized low-poly meshes, creating realistic textures, and preparing assets for real-time pipelines including Nanite. With a strong foundation in 3D graphics developed early on, I’m always looking to push the quality of my work and stay up to date with the latest tools, techniques, and workflows in the industry.
I worked remotely as a 3D Artist, where I was responsible for modeling high- and low-poly assets, creating modular building components, generating LODs and collision meshes, and preparing assets for integration into the Nanite pipeline in Unreal Engine 5. I sculpted detailed high-poly meshes in ZBrush and created realistic textures in Substance Painter, using RGB masks, texture atlases, and trimsheets to follow optimized workflows for real-time rendering. This work was part of the development of Mafia: The Old Country.
I led the way in conceptualizing, designing, and crafting immersive 3D architectural visualizations tailored for product presentations, demonstrating strong technical skills and a focus on visual impact. This included setting up realistic lighting scenarios and carefully managing composition to enhance storytelling and highlight key design features.