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Ілля

3D artist

Age:
22 years
City of residence:
Kyiv
Ready to work:
Kyiv, Lviv, Remote

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ILLIA KRYZHAN
3D Artist | Hard Surface Modeling | Props & Hard Surface | Game-Ready Assets
Kyiv / Lviv, Ukraine • [open contact info](look above in the "contact info" section)[open contact info](look above in the "contact info" section)
ArtStation: artstation.com/illia_kryzhan • LinkedIn: [open contact info](look above in the "contact info" section)

PROFESSIONAL PROFILE
3D Artist specializing in hard-surface modeling and props for game development. Experienced in the complete production pipeline — from
high-poly blockouts and precise retopology to UV unwrapping, baking, and realistic PBR shading. Strong technical focus on real-time
rendering, performance optimization (LODs), and asset preparation for game engines. Passionate about telling visual stories through
meticulous surface details, texturing, and weathering.

TECHNICAL SKILLS
Core Competencies: Hard-Surface Modeling, Game-Ready Asset Pipeline, High-Poly / Low-Poly Workflow, UV Unwrapping & Baking,
PBR Texturing & Shading, ORM Texture Packing, Mask Pipeline, Vertex Painting, Retopology, LOD Creation & Real-Time Optimization.
Software Expertise: Maya, ZBrush, Substance 3D Painter, RizomUV, Marmoset Toolbag, Adobe Photoshop, Unreal Engine.

PROFESSIONAL EXPERIENCE
3D Environment & Hard Surface Artist | Unreleased Post-Apocalyptic FPS Survival Game
March 2026 – July 2026
• Executed the complete 3D production pipeline to create optimized props and hard-surface environment assets for a first-person
survival game.
• Modeled high-poly and low-poly assets, ensuring clean, production-ready topology that adheres strictly to real-time engine polycount
budgets.
• Developed realistic PBR materials with detailed surface wear and material variation.
• Prepared and exported game-ready assets for the game engine, setting up optimized LODs to maximize frame-rate performance.
Freelance 3D Artist
September 2025 – Present
• Focused on real-time performance by creating and implementing efficient LOD structures and clean UV layouts for environment props.
• Created product visualizations and renders for a furniture collection, delivering high-quality presentation materials.
• Modeled and prepared elements for 3D printing used in a London fashion show by Cambridge fashion design graduates.

SELECTED PERSONAL PROJECTS
Lee-Enfield No.4 Mk I — Game-Ready Rifle
• Created a hard-surface weapon utilizing the complete production pipeline (high/low poly, UV unwrapping, baking).
• Authored PBR materials, including a custom tileable walnut wood texture for the stock. Textures optimized using ORM packing.
• Optimized the final mesh for seamless real-time engine performance.
M24 Stielhandgranate — Game-Ready Prop
• Developed a historical grenade asset utilizing a high-poly to PBR texturing workflow.
• Created surface wear and custom paint peeling alphas in Substance Painter. Textures optimized using ORM packing.
Post-Apocalyptic Knife — Game-Ready Asset
• Modeled and textured a hard-surface survival prop emphasizing environmental storytelling through detailed surface wear.
• Generated optimized LODs and packed textures using the ORM method to ensure efficient real-time rendering.

EDUCATION & TRAINING
3D Game Art Production Pipeline | Varto School
Comprehensive training covering modeling, sculpting, retopology, UV unwrapping, baking, PBR texturing, and real-time rendering workflows.
Advanced PBR Texturing Intensive | Mykhailyk School
Focused mastery in realistic game-ready PBR texturing, advanced material creation, and storytelling through surface detailing.

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