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Dmytro

Game developer

Вік:
21 рік
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Київ
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Дистанційно

Контактна інформація

Шукач вказав: ТелефонМесенджер

Прізвище, контакти та світлина доступні тільки для зареєстрованих роботодавців. Щоб отримати доступ до особистих даних кандидатів, увійдіть як роботодавець або зареєструйтеся.

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DMYTRO
Ukraine
[[відкрити контакти](див. вище в блоці «контактна інформація»)]
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KONOVALENKO
Junior 3D Artist | Environment Artist | GameDev

3D artist focused on environment art and game-ready scenes, with over 2,000 hours of hands-on experience in
Blender. I taught myself Godot for my personal projects: importing scenes and characters, setting up materials,
lighting and animations, and optimizing performance. I especially enjoy atmospheric environments, interiors, props,
and technical tasks that connect 3D art with game engines.

EXPERIENCE / PERSONAL PROJECTS CORE SKILLS
Independent 3D / GameDev projects | 2024–2026 • Blender - 2,000+ hours
Creating complete 3D scenes in Blender: blockout, modeling, UV mapping, • 3D Modeling / Environment Art
materials, lighting, set dressing, and final renders. • UV Mapping / Texture Atlases
Game-ready pipeline for Godot: importing scenes and characters; setting up • PBR Materials / Texturing
materials, lighting, collisions, animations, and interactive elements. • Lighting / Composition
Optimizing large scenes through instancing / MultiMesh, LOD techniques, • Game-ready Asset Preparation
texture atlases, vertex colors, and procedural object placement. • Optimization / Instancing
PBR workflow: albedo/diffuse, roughness, normal, metallic, and emission • Geometry Nodes
maps; creating and refining texture atlases and seamless materials.
• Godot 4.x
Hard-surface and prop modeling: weapons, vehicles, architectural elements,
• GDScript (working proficiency)
light fixtures, furniture, and small environment details.
• AnimationTree / animation blending
Characters and creatures: modeling/sculpting, basic rigging and animation
• Basic Python for Blender tools
workflows, and preparing models for use in a game engine.
• Git / technical workflow
KEY PROJECTS
EDUCATION
Rural Horror Environment / Godot prototype - A complete rural
environment: house, interiors, yard, fences, vegetation, props, and a character. Igor Sikorsky Kyiv Polytechnic
Blender to Godot, interactive doors/windows, locomotion and animation Institute
blending, and scene optimization. Master's studies, Faculty of Informatics
Metro Environment - An atmospheric underground scene with a tunnel, and Computer Engineering / IT, 2026-
platform, lighting, props, and a metro car, focused on composition, materials, present
lighting, and mood. Bachelor's degree in Nuclear
Hard-surface / Props - Game-ready models of weapons, vehicles, a boat, light Engineering, 2022-2026
fixtures, and other props with UV mapping and PBR materials.
ADDITIONAL INFORMATION
Characters & Creatures - A stylized rural character and horror creatures:
• Independently learn new tools and
modeling, texturing, rigging and animation tests, and engine preparation.
workflows
• Technical mindset and attention to
scene scale and structure
• Able to handle both art tasks and
technical integration in a game engine
• Ukrainian: native; English: working
proficiency for documentation and
communication

3D ART / ENVIRONMENT / GAMEDEV PORTFOLIO

SELECTED PROJECT 01 — RURAL HORROR ENVIRONMENT
Blender → game-ready scene → Godot 4.x

3D ART / ENVIRONMENT / GAMEDEV PORTFOLIO

What this project demonstrates
A complete environment pipeline: from blockout and architecture to props, materials, lighting, and the final scene.
Large numbers of repeated elements (vegetation, fences, and small props) optimized through instancing / MultiMesh.
Custom texture atlases, vertex-color data, and Blender scripts for data preparation and transfer.
Character and environment integrated into Godot, with locomotion, blended animation transitions, and interactive doors
and windows.
Two gameplay recordings show this location running in Godot, including character movement, animations, and
interaction with scene elements.

Tools: Blender, Godot 4.x, GDScript, Python, PBR texture workflow, Geometry Nodes / instancing

Rural environment - Godot scene Rural environment - gameplay Test teaser
Open video Open video Open video

Video 1 — Rural environment / Godot
Video 2 — Character & interaction / Godot QR links are inserted after the videos are uploaded to a public URL.
Video 3 — Test teaser of my future game.

3D ART / ENVIRONMENT / GAMEDEV PORTFOLIO

SELECTED PROJECT 02 — METRO ENVIRONMENT
Blender environment → Godot 4.x realtime scene

3D ART / ENVIRONMENT / GAMEDEV PORTFOLIO

Built a complete metro environment with a tunnel, platform, train car, small props, and lighting.
Refined PBR materials, surface wear, lighting, and composition to create a dark underground atmosphere.
Imported the scene, train, and character into Godot and tested them in real time. The video shows a walkthrough of the
station, train car, and a generated maze.

Metro - gameplay
Open video
Video 3 — Metro, train and character in Godot
QR link is inserted after upload to a public URL.

3D ART / ENVIRONMENT / GAMEDEV PORTFOLIO

HARD-SURFACE / PROPS

Individual assets demonstrate hard-surface modeling, UV mapping and PBR workflows, and the ability to work at different scales,
from weapons and vehicles to environment props.

3D ART / ENVIRONMENT / GAMEDEV PORTFOLIO

SELECTED PROJECT 03 — CHARACTERS & CREATURES
Modeling / texturing / rig & animation tests

3D ART / ENVIRONMENT / GAMEDEV PORTFOLIO

Created a stylized rural character for a specific game concept.
Textured clothing and skin materials and prepared the model for animation.
Performed rigging and animation tests and checked the results within the game-engine pipeline.
Creature work demonstrates experience with organic forms, silhouette design, and horror aesthetics.

Stylized character studies
Organic forms, silhouettes, and horror-oriented character work

3D ART / ENVIRONMENT / GAMEDEV PORTFOLIO

What I bring to a team
I can take an asset or environment beyond an attractive model and through the full process of becoming a working
scene: mesh structure, UV mapping, materials, optimization, importing, in-engine testing, and technical adjustments.
This is especially useful for small game development teams, where 3D artists regularly handle technical tasks.

3D ART / ENVIRONMENT / GAMEDEV PORTFOLIO

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