From concept art to programming shaders, from character animation to performance optimization, from 2D to 3D and back again.
I've started as a 2D generalist, but through years I've worked as 3D environment/character artist, art director, tech artist, animator, FX artist etc.
I consider myself very prolific both with Unreal Engine 4/5 (blueprints, materials, FX, etc.) and Unity Engine.
This is both sad and cool story. James McVinnie (you know, machinima "End of the Line", McVee?) picked me up right after I've left some lame project. We got along instantly, and I've started designing their next project. It was supposed to be an arcade racing game, inspired by "Burnout" and "SSX" series, in terms of gameplay, and Jamie Hewlett visual style. And we're doing it in UE4. So I've said "F, yeah!".
I've created initial visual CA, as well as character models, environment assets and in-game logic. However the actual gameplay development was stalled due to many reasons, so I've lost interest for the project.
Art lead. I've been in charge of visual design and tech art.
Freelance digital artist. 2D, 3D, FX, Animation, Tech art. Multiple projects, UE4, Unity.