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Тетяна

3D artist

City of residence: Kharkiv
Ready to work: Kharkiv, Remote
City of residence:
Kharkiv
Ready to work:
Kharkiv, Remote

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TETIANA КRUTA
3D Prop & Environment Artist | Game-Ready Assets |
Realistic & Sci-Fi
3D Artist with an engineering background, focused on modeling and
texturing of game-ready props and environment assets.
Used to working with technical constraints, pipelines, and clear
production requirements.
Value clarity, structure, and responsibility for the final result, with
experience in both realistic and stylized assets.

EDUCATION
Artcraft CG School – 3D Pro Pipelines course | 2020 – 2021

CONTACT I studied several asset creation pipelines. I created my own asset pack and
assembled the scene in Unreal Engine 4.

[open contact info](look above in the "contact info" section) Professional CG School 3dmaya – Course 3D Graphics |2019 – 2020

tatasteep I studied polygonal modeling, sculpting, retopology and UVs, baking and
texturing. Also import and configure assets in Unreal Engine 4.
[open contact info](look above in the "contact info" section) National Aerospace University "Kharkiv Aviation Institute" | 2012 – 2014
Kharkiv, Ukraine Master’s Degree in Economics of an enterprise

https://www.artstation.com/ National Aerospace University "Kharkiv Aviation Institute" | 2008 – 2013
tatasteep
[open contact info](look above in the "contact info" section) Master’s Degree in Mechanical Engineering
/tatiana-kruta-bb8655365/
PROFESSIONAL EXPERIENCE
3D Artist – Freelance / Game-Ready Props & Product Visualization
HARD SKILLS
Remote | Jul. 2019 – Present
 Blender  Modeled and textured props and environment assets in realistic and
 Substance Painter sci-fi styles for games and interactive projects.
 Marmoset Toolbag  Produced product-focused 3D models and visualizations for
 PBR Texturing marketing and presentations, applying the same standards of precision,
 Game-Ready Assets visual clarity, and appeal.
 Managed the full asset pipeline: modeling, retopology, UV
 Unreal Engine
unwrapping, baking, PBR texturing, engine setup.
 Modular & Environment  Optimized assets for Unreal Engine & Unity, ensuring clean topology,
Props consistent texel density, and engine-ready readiness.
 Product Visualization  Iterated on designs based on concept art, references, and feedback,
 Realistic & Sci-Fi Styles balancing creative intent with technical requirements.
 Developed modular assets to streamline scene assembly and support
SOFT SKILLS scalable environments.
 Tools: Blender, Substance Painter, Marmoset Toolbag, Photoshop,
 Structured Communication CAD SolidWorks.
 Responsibility for Results
Mechanical Design Engineer – R&D Department in Triol Corporation
 Iteration Based on Feedback
 Independent Work in May 2014 – Jul. 2019
Pipelines  Designed mechanical components with production-grade precision
 Problem-Solving using SolidWorks.
 Attention to Detail  Applied structured workflows, version control, and documentation —
skills now directly supporting 3D asset pipelines.
LANGUAGES  Collaborated in cross-functional Scrum teams; mentored junior
engineers.
Russian: Native  Developed problem-solving, attention to detail, and workflow
Ukrainian: Native discipline that underpin high-quality 3D modeling.
English: Basic (improving

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