

MARKET PAIN POINT & TARGET AUDIENCE
Game studios often struggle with a costly production bottleneck: visually stunning 3D models that break inside the game engine.— Unoptimized Geometry: Overloaded polygon counts and messy topology that cause severe frame-rate drops.— Broken UV & Texturing: Inconsistent texel density, bleeding seams, and bloated texture sets that waste memory.— Rework Overhead: Lead artists and technical directors losing valuable sprint hours fixing outsourced assets before build integration.
POSITIONING & WORKFLOW
Creating expressive 3D assets that look atmospheric in frame and run smoothly inside the game engine.
B2B / Production Value: I specialize in full-cycle 3D asset production for indie studios and game development teams. Every model is built with strict polygon budgets, clean topology, and optimized UV layouts ready for real-time rendering.P2P / Team Integration: Having hands-on experience with Unity and game design workflows, I bridge the gap between art direction and technical implementation—delivering structured prefabs without performance bottlenecks.
Blockout → High-Poly → Low-Poly & UV → PBR Texturing → Unity Prefab
CASE STUDY 01 / HARD-SURFACE GAME PROP
Cryo-Container XC-84: Hero Inventory Asset
3,400 Tris — Optimized geometry for first-person and third-person cameras (подставь своё точное число треугольников из Blender)1 × 2048px — Single PBR texture set (Albedo, Normal, Roughness, Metallic, Emissive)100% Ready — Configured Unity prefab with custom box colliders and LOD0 setup
CASE STUDY 02 / 3D ENVIRONMENT & WORLDBUILDING
Cyberpunk District: Vertical Level Composition


Modular Grid: 85% of building facades reuse 6 core architectural modules.Visual Hierarchy: Clear silhouette readability achieved through rim lighting and bloom contrast.Scene Optimization: Real-time lighting setup ready for action-RPG level blockouts.
CASE STUDY 03 / STYLIZED CHARACTERS & CINEMATICS
Retro Survival Horror: Dramatic Camera & Low-Poly Aesthetics


Custom character topology ready for skeletal rigging, stylized hand-painted/low-res textures, and atmospheric point-light staging.






