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Kirill Kozyrev
Kirill Kozyrev
2D/3D Art, Tech Art, Art Direction, open for opportunities
Moscow, Russia

Summary

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.

Skills

Art DirectionConcept Art3D Animation3D ModelingLow-poly ModelingParticle EffectsRiggingTexturingUV MappingHigh-poly ModelingPixel ArtUnityHoudini2D AnimationUE4

Software proficiency

Marvelous Designer
Marvelous Designer
After Effects
After Effects
Blender
Blender
Maya
Maya
Mudbox
Mudbox
Photoshop
Photoshop
Substance 3D Painter
Substance 3D Painter
Substance 3D Designer
Substance 3D Designer
Marmoset Toolbag
Marmoset Toolbag
Unreal Engine
Unreal Engine
ZBrush
ZBrush
Unity
Unity
TopoGun
TopoGun
xNormal
xNormal
Quixel Suite
Quixel Suite
Unfold 3D
Unfold 3D
Knald
Knald
Audition
Audition
3ds Max
3ds Max
Quixel Mixer
Quixel Mixer

Productions

    • Video Game
      Racer X (unreleased)
    • Year
      2016
    • Role
      Art Director, Lead Artist
    • Company
      McVee group
    • Video Game
      The Final Station
    • Year
      2016
    • Role
      Concept artist, 2D artist
    • Company
      Do My Best
    • Video Game
      Blitzkrieg 3
    • Year
      2015
    • Role
      2D artist
    • Company
      Nival Networks
    • Mobile Game
      Evil Defenders (Little Bit Evil)
    • Year
      2013
    • Role
      Art Lead
    • Company
      Crazy Panda (CP Decision)

Experience

  • Art Director, R&D at McVee group
    Moscow (International), Russia
    September 2015 - May 2017

    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 at Crazy Panda
    Moscow, Russia
    January 2013 - December 2014

    Art lead. I've been in charge of visual design and tech art.

  • 2D Generalist at Nival Networks
    St. Petersburg, Russia
    March 2012 - January 2013

  • 2D/3D Artist, FX, Animator, tech artist at Freelance / Selfemployed
    Russia
    April 2019 - Present

    Freelance digital artist. 2D, 3D, FX, Animation, Tech art. Multiple projects, UE4, Unity.