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3D-художник
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Mashtaliarchuk Senior 3D Artist with 9+ years in game development, experienced in
both realistic and stylized pipelines. Specialized in hard-surface and
character modeling (vehicles, weapons, props, humans, and creatures),
Senior 3D Artist PBR texturing, and real-time optimization for UE5 and Unity.
Contributed to multiple mobile and PC titles, including 2 AAA projects.
Strong expertise in full-cycle asset production — from blockout and
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Lviv, Ukraine SOFTWARE:
R.Mashtaliarchuk
3ds Max • ZBrush • Substance Painter • Marmoset Toolbag • UE5 •
Artstation
Unity • Marvelous Designer • Photoshop • Blender • Maya
CORE SKILLS Engines & pipelines:
● UE5 Nanite-ready meshes
Hard skills: ● Mobile optimization
● VR-ready assets
● Hard-surface modeling ● Game-ready topology
(vehicles, weapons, props)
● Character sculpting WORK EXPERIENCE:
(humans, creatures)
● High-poly / Low-poly ● SENIOR 3D ARTIST
/Retopo / UV Stepico Games
● PBR texturing
● Optimization for engines
December 2020 - Current
● Baking / Lighting /
Rendering Created 100+ game-ready assets for mobile & PC titles (vehicles,
weapons, props, characters).
● VR/AR asset production
Full pipeline: blockout → high-poly → low-poly → UV → bake → PBR
texture → engine integration.
Soft skills: Worked with Unreal Engine (optimization, LODs, lighting, texturing,
environment).
● Team collaboration & Cooperated with animation, concept, and tech art teams.
cross-disciplinary Maintained hard-surface quality standards across projects.
communication
● Strong problem-solving ● MIDDLE 3D ARTIST
mindset
● Attention to detail
Meercat Clan
● Task ownership & time December 2019 - December 2020
management
● Adaptability to new tools Produced realistic vehicles and mechanical parts for AAA racing titles
and pipelines (Ride 4. MXGP 2020).
● Mentorship and High precision modeling based on CAD/blueprints.
constructive feedback Optimized assets for real-time rendering.
EDUCATION ● 3D ARTIST
Master of Architecture, Lviv ViSoft GMBH
Polytechnic National University October 2016 - December 2019
(2009, with honors)
Hard-surface and environment objects for VR.
High-poly and low-poly pipeline.
Preparation of assets for real-time VR applications.
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