Senior 3D Environment Artist with over 15 years of experience in creating high-end environments for games. Expert in the full production pipeline — from high-poly modeling to complex scene assembly and final lighting in Unreal Engine 5. I specialize in creating believable, optimized natural ecosystems and foliage, balancing artistic vision with technical performance.
Core Expertise
Full Environment Pipeline: High/Low poly modeling, efficient UV mapping, and baking.
Mastery of UE5: Advanced material setup (shaders, RVT, foliage actors), Lumen/Nanite integration, and world composition.
Foliage & Ecosystems: Creation of optimized, high-quality vegetation (SpeedTree/hand-sculpted) and procedural distribution systems.
Technical Art Mindset: Deep understanding of optimization (LODs, draw calls, shader complexity) and technical constraints for AAA/AA projects.
Texturing: PBR workflow, stylized or realistic.
Responsibilities:
-research and development of visual and functional prototypes in collaboration with technical artists;
-research and development of new pipelines of content production, which allow to improve quality and make workflow more efficient;
-creating sample content for new technologies as reference for visual and technical quality;
-producing specifications for new content creation tools, doing initial testing;
-writing documentation and making tutorials for production teams;
-supervising outsource teams for making sample content.
Responsibilities:
- hi\low poly modeling;
- creating PBR textures;
- making LODs and crashes;
- supervising outsource artists for texturing quality;
- RnD tasks.
Responsibilities:
- monitor the international artist team & take part in the daily graphic production for projects;
- set & maintain the art quality standard produced in the studio for on time delivery;
- coordinate & plan artist resource properly to handle project in optimal way in collaboration
with different departments, i.e. animation, vfx, etc.;
- maintain effective communication with supervisors, team artists and other departments within
the company;
- establish and carry the project style from the conceptual phase to the fnished product.
Responsibilities:
- hi\low poly modeling;
- creating hand-painted/photo-sourced textures;
- making LODs;
- baking light maps;
- assembling levels.