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3D artist
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3D Prop & Environment Artist | Game-Ready Assets
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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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