I am a Senior 2D / 3D Artist and Technical Generalist with a strong focus on creating production-ready visuals for games, especially in stylized and casual genres.
With an architectural and cinematic background, I bring a sharp eye for composition, color theory and visual storytelling. I have worked across different stages of game and content production including concept development, asset creation, optimization, VFX, UI elements and game engine integration.
My workflow is fast, structured and adaptable. I enjoy transforming ideas into clean, readable and visually engaging assets that fit both artistic vision and technical boundaries.
I have hands-on experience with Blender, Photoshop, Unity, After Effects, Substance Painter and ZBrush.
I’m especially interested in creating visuals that enhance gameplay experience and support strong visual identity for games.
This level design concept was built using a customized Kitbash asset set, tailored to meet the specific vision of our client. I focused on environmental storytelling by arranging modular architectural elements to guide visual flow and gameplay navigation. The lighting and camera work enhance the cinematic mood while keeping the layout gameplay-ready.
A high-tech hydrogen therapy device showcased through a full 3D animation. All models, animations, shaders, and tech art elements were created by me to visualize the product’s concept and functionality.
A material blending technique in Unreal Engine using world-position-based UV manipulation to achieve seamless overlays like dirt and leak effects on massive objects. Developed in collaboration with the VAMPAWN team, the system uses Blueprints to make materials dynamically respond to spatial orientation—for example, horizontal and vertical surfaces affecting the behavior of water details.
A large-scale 3D billboard animation inspired by Times Square-style displays, featuring brands represented by Asprova in a dynamic pop-out effect. Designed to simulate elements breaking the screen boundary, the entire scene—including modeling, animation, particles, simulations, level design, lighting, and visual composition created by me.
Portfolio
A curated selection of 3D game art, animations, and visual experiments I’ve created for studios, clients, and personal worlds.
Mobile Games
I’m a game artist with hands-on experience in over 60 mobile games, covering nearly every aspect of visual game development. From concept design to final integration, I’ve worked on character and environment art, modeling, rigging, animation, level design, texture painting, VFX, shaders, and particle systems — and more. These are some of my earlier works, with 12 titles still available today.
Created in Unity's Universal Render Pipeline (URP) using VFX Graph and enhanced with a custom Shader Graph-based material, this stylized ground slash effect simulates a high-impact melee strike. The logic is based on surface interaction—upon contact, it leaves behind a scorched trail while GPU-driven particle systems launch shattered rock debris outward.
✨ Optimized for real-time performance across platforms, this effect maintains visual richness while remaining lightweight and scalable.
Magical Energy Orb (Unity URP)
Built in Unity’s Universal Render Pipeline (URP), this magical energy orb was crafted using a combination of Shader Graph and logic-driven Blueprint-style particle setup. The core orb features pulsing emissive layers, while surrounding energy arcs are driven by particle behavior with randomized timing. Shader-controlled distortion and alpha glow enhance the orb’s supernatural quality.
🌌 Fully GPU-accelerated and optimized for stylized fantasy environments, the effect balances visual intensity with performance stability across platforms.
Hand-Drawn Mana Burst (Stylized Sprite Sheet)
This stylized mana burst effect is a fan art study, created by referencing and deconstructing a high-quality VFX from an existing source. Composed of 30 hand-drawn frames, the effect was crafted to strengthen my shape language and animation flow understanding. Designed for game-ready pipelines, the sprite sheet is fully optimized for particle system integration, especially in stylized fantasy games.
✍️ The entire burst was painted frame-by-frame to achieve a smooth, expressive magical explosion while maintaining performance efficiency.
Magical Wind Shield (Concept FX)
This mystical wind shield concept was created in Blender as a visual prototype to explore stylized magical barrier motion. The spiraling form and gradient glow simulate wind-based energy converging into a soft protective field. Though not engine-integrated, it serves as a VFX ideation study for stylized defensive effects in fantasy games.
💡 The motion and opacity transitions were crafted to test visual rhythm, shield pacing, and atmospheric aura behavior.
Ghost Phoenix (Stylized + Animated)
This effect represents a stylized ghost phoenix reborn in ethereal form. A custom-made ghost shader material was used to create transparency, glow and spectral distortion.
The animation adds fluidity and grace to the creature, enhancing its magical and cinematic feel.
✨ Designed for use in fantasy cutscenes, creature summoning effects, or spiritual VFX sequences.
Flamed Orb (Concept FX – Blender)
This fiery orb concept explores the aesthetics of concentrated energy through flame-inspired motion and glow. Created in Blender as a conceptual VFX prototype, it uses layered emissive shading and animated distortion to mimic plasma swirl and solar intensity.
The form suggests a high-powered magic core, suitable for ultimate spells, energy projectiles, or cosmic-level artifacts in stylized or semi-realistic games.
⚡ A visual experiment in dynamic energy containment and atmospheric intensity.
Healing Nature Orb (Concept FX – Blender)
This concept visual explores a nature-based healing orb made with swirling leaves and a glowing green core. Built in Blender, the effect uses a custom rotating shader to simulate energy circulation and plant-based magic.
The smooth transitions and organic motion are designed to convey vitality, restoration, and harmony.
✨ Ideal as a conceptual base for healing spells, support abilities, or ambient VFX in stylized fantasy worlds.
Stylized Sword Slash (Hand-Drawn, Optimized)
This sword slash VFX was fully hand-drawn in 9 frames and designed for real-time sprite sheet usage. Its sharp silhouette and directional glow emphasize a clean, powerful hit—ideal for stylized action games.
The effect is highly optimized, making it suitable for mobile platforms and fast-paced combat mechanics.
✍️ A frame-efficient attack animation that prioritizes visual impact without sacrificing performance.
Demon Hand Attack (2D Stylized, Hand-Drawn)
A stylized demonic strike effect, fully hand-drawn across ~11 frames. Designed for sprite sheet implementation, this attack delivers a sharp, aggressive burst—perfect for enemy abilities or dark magic VFX.
With its high-contrast silhouettes and fast directional motion, it’s optimized for 2D particle systems in real-time combat games.
Colorful Explosion (2D Hand-Drawn, Optimized)
This stylized 2D explosion was drawn in 9 hand-crafted frames, focusing on clean shape transitions and vibrant color. It’s designed for real-time sprite-based particle systems, ideal for magical hits, collectibles, or burst effects in stylized games.
With its lightweight frame count and bold silhouette, it's optimized for mobile and fast-action gameplay.
Void Curse Ritual (Concept FX – Blender)
A concept VFX created in Blender to explore motion flow, emission rhythm and chaotic magical forms. The piece focuses on glow-driven visual turbulence and volumetric shaping using procedural shaders.
This was an early form study, built to experiment with 3D readability and dark energy aesthetics in motion.
2D ALPHA /DECALS
I create custom decal packs to enhance surface detail, storytelling, and texture variety in stylized game environments. These decals are optimized for use in Blender and built for flexible, modular workflows — especially for environment artists and prop designers.