About Me
Specializing in photorealistic hard-surface modeling and environment design with over 8 years of professional experience. I craft compelling 3D narratives through meticulous detail and technical precision across games, film, and interactive media.
Skills
Software
Experience
Jun 2018 – Present · Studio Alpha
Jun 2016 – May 2018 · Polygon Works
Jan 2015 – May 2016 · Indie Studio
About Me
Specializing in photorealistic hard-surface modeling and environment design with over 8 years of professional experience. I craft compelling 3D narratives through meticulous detail and technical precision across games, film, and interactive media.
Skills
Software
Experience
Apr 2025 – Present · HAVIK
I also worked as a Lead 3D Artist at HAVIK, a US-based company that develops AAA-quality real-time experiences and immersive VR simulation systems for military training.
At HAVIK, I worked on realistic military vehicles, weapons, equipment, environment assets, and other hard-surface content for real-time simulation. My responsibilities included maintaining the required visual quality, ensuring technical consistency across assets, providing artistic and technical feedback, and helping organize an efficient production process.
This role strengthened both my leadership skills and my understanding of how to produce accurate, optimized, and reliable 3D assets for demanding real-time applications.
May 2019 – Mar 2025 · WARGAMING.NET
For 6 years, I worked as a Senior 3D Artist at Wargaming.net, an internationally recognized game developer and publisher behind the World of Tanks franchise.
During this time, I contributed to the production of 3D content for:
• World of Tanks
• World of Tanks: HEAT
My work focused primarily on realistic vehicles, environments, weapons, complex hard-surface assets and props. I handled different stages of the production pipeline, including high-poly modeling, game-ready low-poly creation, UV mapping, baking, PBR texturing, optimization, and final import into game engine.
Working within a large AAA production environment taught me how to maintain consistently high visual standards while following strict technical requirements, established pipelines, performance budgets, naming conventions, and production deadlines. It also gave me extensive experience collaborating with artists, leads, technical specialists, and other departments.
Jan 2015 – May 2016 · Indie Studio