I worked as an outsourced 3D artist on the World of Tanks Blitz project, which is the mobile version of the popular online game World of Tanks. The project had significant budget constraints, both in terms of size and quantity of textures, as well as polygon count. This challenged me to gain invaluable experience in heavily optimizing environmental objects with minimal loss of visual quality.
On the project, I frequently used trim sheets, tile textures, and overlaps to create efficient and realistic assets. I also collaborated with the team to create high-poly objects for the material atlas of buildings (doors, windows, tile floors, decorative parts) and then baked and textured the atlas of unique elements. Using the created unique atlases and tile textures, I assembled complete objects or even complex buildings.
I worked on over 30 assets for Hello Neighbor 2, a stealth horror game with a cartoonish style.
It was an exciting time during which I tried myself as an artist in a new genre and style. I created various assets for the game, such as props, vehicles and parts of environment .
I hope that people who play this game will be pleased with my work and the work of our team.
I worked on 10+ assets for Halo Infinite. I often modeled without detailed concepts and came up with some elements of the model similar to the style of the game.
My main task was to model the asset in the style of the game, as well as make and pack several UV channels for further texturing, and pack UV shells into a normal texture map, previously agreed upon with the client.
I also did a collision. Unfortunately, the client decided to outsource only the design and technical part of the work without drawing texture masks.
I was an outsourced 3D artist for Room 8 Studio, working on the Crossfire HD project, a remake of the popular multiplayer shooter game Crossfire. My job was to create props and environment assets for one of the parts of the game: campaign operation spectre chapter 5.
This was a story mode, where I had to create a realistic and immersive world full of action and intrigue. I used various software tools, such as Maya, ZBrush, Substance Painter to model, sculpt, texture the assets. I also collaborated with other artists, designers to ensure the quality and consistency of the visuals.
I am proud of being a part of the Crossfire HD team, as I think we are making a game that will appeal to both old and new fans of the franchise. I love my job, because I get to create worlds that inspire and entertain people.