Irongirl

[SRT 1 Barracuda] 2014

I created my own redesign of Ironman, aiming to craft a sportier version and reimagine the character as a woman instead of a man.

It was an interesting challenge to work with the existing design while making significant and memorable alterations

Cammy White [Street Fighter] 2011

It was a project for Polycount Brawl Contest i got 1st place for this redesign of Cammy White from Street Fighter.

Idea was to take any fighting game character and make your own version of it, I did this concept and went for realistic style of model.

In 2011 I used to work mostly on stylized games and this I was one of the first try to push quality in realistic style, old school style of texturing no substance yet.

I used real-time render engine Marmoset Toolbag 1

Riot Games [R&D] 2015-2018

This one was 2 days challenge, I needed to make designs and all game assets within 2 days for game prototype

This is rapid blockouts, one day - one character, it was enough quality to run proof of concept.

‘Socialite’ was a check, what final assets would look like

This one was a solution how to make characters on flat and high heels without changing a skeleton or animation, i added only 2 extra joints for skinning and here is a result

I needed to streamline the character production process, so I broke it down into simple steps for the artists to follow. This approach involved combining pre-baked lighting into the textures with filters that create a brush stroke effect. The objective was to achieve an impressionistic style for the characters, ensuring consistency across all assets, regardless of the artist creating them.

BLACK NEON

This project is both a passion of mine and a platform for learning.

'Black Neon' is Diablo-like [Hardcore only] role-playing game, initially mobile-based with plans to expand cross-platform, all set in a Cyberpunk style.

As a two-person team, I'm collaborating with a friend who manages all the engineering aspects, my solely part is visual and sound. Together, we tackle game design, brainstorming ideas and bringing them to life for this game.

This journey has been an extensive and comprehensive learning experience in game development, pushing me to venture into areas I had never explored before. Beyond creating art and assets, I've developed skills in UX/UI design, sound and music production, animation, FX, performance optimization in Unreal Engine, and even the marketing and business aspects of game development.

Working as a developer within a company, focusing on a specific part of development, is one thing. But developing a game in its entirety is a completely different enriching experience.

It is currently in the prototyping stage, with more updates to come. Here, I've shared just a glance of our progress, as I don't want to overwhelm with too much stuff.

[All the assets are prototype quality, blockout, sketches, explorations.]

Riot Games [Wild Rift] 2020-2023

In the Wild Rift project, my primary responsibilities were centered around leading the team and assisting them in establishing the art style, pipeline, and production processes. This role involved less hands-on work compared to my previous projects, as most of my time was spent overseeing the artists' work and guiding them towards better results. Nevertheless, I did have opportunities to contribute artistically, either by creating art benchmarks for the style or assisting with rapid prototyping

Riot Games [League of Legends] 2018-2019

I worked on League of Legends for about a year, primarily in the role of Lead Character Artist. My main responsibility was to build and manage a team of artists, but I also contributed to quality and pipeline improvements, so I was still able to work hands-on and create some art myself.

Art-test for Blizzard Entertainment [Titan] 2012

Unfortunately I can’t show all the art that I done for project Titan, but at least I can show this art test that I had to do before I got hired to that incredible team.

This portrait is what I received as a starting point, I had to finish finish concept at least shoulders and healmet and I had to make real time model. There was nothing else no examples no explanation of style or criteries which was even more fun to do because I tried to read art style only based on concept that I got.

Concept on the right is something I ended up with I wanted to add some gundam vibe into this spacemarine. And model below is final result, It was really fun art test.

Crytek [Crysis 3] 2011

In 2011, I had the opportunity to work on 'Crysis 3', which was one of my favorite AAA projects at the time.

I collaborated with Timur Mutsaev, the lead concept artist, and Olga Gabelko, who assisted me with additional props for character customization.

This project marked my first foray into military realism. I was responsible for everything from concept to the final game asset for the Sniper class, and I also enhanced the quality of other CELL soldiers.

Robofighter [stage 1]

This project was my first personal game endeavor, undertaken in collaboration with a friend who handled all the engineering aspects. Although we didn't get the chance to complete it, the experience was immensely valuable. The initial concept was to create a game where players could build a mech that would increase in size as it leveled up, engaging in battles against each other.

Robofighter [stage 2]

As we progressed with the game development, we soon realized that adding more character to the mechs and introducing pilots would make the game more intriguing. Additionally I decided to experiment with the art style to enhance this effect. We created a solid prototype and definitely planning to return to this game in the future to complete it.

Scale from level 1 to 100, wraping gameplay around such a drastic changes is a real challenge.

This one was Christian Pearce take on how final mechs could look like.

Pre-Dominance War [War General] 2011

I won 1st place in the ‘Pre-Dominance War V’ contest with this character. The challenge was to design and create a game asset of a General, adhering to the limitations of 1000 triangles and a 512x512 texture size.

Diablo III [Barbarian] 2012

I'm a huge fan of Diablo, and I created this fan art just before the release of Diablo III. I simply wanted to do my own take on DIII barbarian, hand-painted, real-time asset.

Valkyrie V11 [Dominance War IV] 2010

Dominance War submission

Mix of [old art]

For this space marine figure, I utilized the original model of suit created by [Fausto De Martini] I focused on designing the articulations for a collectible figure. All the images below represent a test run, demonstrating how the figure will function as a final product.