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3D artist

Город проживания: Харьков
Готов работать: Удаленно, Харьков
Город проживания:
Харьков
Готов работать:
Удаленно, Харьков

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TETIANA КRUTA
3D Prop & Environment Artist | Game-Ready Assets
[открыть контакты](см. выше в блоке «контактная информация») | Kharkiv, Ukraine | [открыть контакты](см. выше в блоке «контактная информация»)
Portfolio - https://www.artstation.com/tatasteep
3D Prop & Environment Artist with a strong engineering background, specializing in production-ready, optimized
assets for real-time projects.
Experienced in the full asset pipeline – from modeling and PBR texturing to optimization, LODs, and engine setup –
with a strong focus on technical constraints, performance, and scalability.
Worked within structured production pipelines, creating realistic and stylized props, modular assets, and environment
elements, with a particular focus on realistic props, material definition, and visual accuracy based on photo references.

PROFESSIONAL EXPERIENCE
3D Artist – Freelance / Game-Ready Props & Product Visualization | Remote | Jul. 2019 – Present
 Created game–ready props and environment assets with clean topology, efficient UVs, and PBR materials for real–
time applications.
 Created realistic props based on photo references and concepts, focusing on material definition, surface detail, and
visual credibility for real–time rendering.
 Delivered production–ready, optimized assets aligned with performance budgets, engine requirements, and real–
time rendering constraints for Unreal Engine and Unity projects.
 Managed the full asset production pipeline: modeling, retopology, UV unwrapping, texture baking, PBR texturing,
and engine–ready setup.
 Developed modular asset sets to support scalable environments and flexible scene assembly.
 Iterated on assets based on concept art, references, and structured feedback, balancing visual goals with technical
constraints.
 Produced product–focused 3D visualizations using game–asset quality standards for marketing and presentation
purposes.
Tools: Blender, Substance Painter, Marmoset Toolbag, Photoshop, CAD SolidWorks.
Mechanical Design Engineer – R&D Department in Triol Corporation | May 2014 – Jul. 2019
 Designed mechanical components using production–grade workflows in SolidWorks, following strict technical
requirements and documentation standards.
 Worked within structured pipelines, version control systems, and cross–functional Scrum teams.
 Mentored junior engineers and collaborated closely with manufacturing and engineering teams.
 Developed strong problem–solving skills, attention to detail, and workflow discipline, now directly applied to high–
quality 3D asset production.

EDUCATION
Artcraft CG School – 3D Pro Pipelines course | 2020 – 2021
 Studied multiple asset creation pipelines
 Created a complete asset pack and assembled a scene in Unreal Engine 4.
Professional CG School 3dmaya – Course 3D Graphics |2019 – 2020
 Polygonal modeling, sculpting, retopology
 UV mapping, texture baking, PBR texturing
 Asset import and setup in Unreal Engine 4
National Aerospace University "Kharkiv Aviation Institute" | Master’s Degree – Mechanical Engineering | 2008 – 2013
National Aerospace University "Kharkiv Aviation Institute" | Master’s Degree – Economics of an Enterprise | 2012 – 2014

TECHNICAL SKILLS WORKFLOW & COLLABORATION SKILLS
 Blender (Modeling, Retopology, UVs)  Structured asset production within defined pipelines
 PBR Texturing (Substance Painter)  Iteration based on feedback and production requirements
 Game–Ready Asset Creation  Independent task ownership from brief to final asset
 Real–Time Optimization (polycount, texel density, LODs)  Clear communication in distributed / remote teams
 Unreal Engine & Unity (asset setup, basic integration)
 Modular Props & Environment Assets
 Marmoset Toolbag (baking, presentation)
 Product Visualization

LANGUAGES
 Russian – Native
 Ukrainian – Native
 English – Basic–Intermediate (reading technical documentation, written communication)

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