This section should serve a presentation of several projects I have had the chance to develop over the last couple of years as well as a presentation of some tools and processes I use when developing visuals.
Watchdog
With the Watchdog project, I wanted to take a character, designed by another artist (Timofey Stepanov) and take it through part of the production pipeline(modeling, texturing). The goal was to get a better understanding of what is and isn't readable from a 2D concept.

Jack
This time I designed and modeled a bipedal character. Going through this process I was able to learn a great deal about how to design and translate a 2D concept into a 3D model.

Slay the Dragon
Slay the Dragon project is currently under development. It is an isometric hack and slash game that is planned to be released on Steam in January 2021. I was fortunate enough to become an Art Director of this project, which gave me the responsibility of establishing our art style, guiding our visuals and providing our team with feedback. Apart from visual development, I have been helping out with asset modeling, texturing, level and game design. These are some of the concept pieces which helped to shape the look and feel of our game.


Volch'ya Dolina
Volch'ya Dolina was a small personal project which I wanted to use as a learning opportunity. Since I have not experimented with using 3D blocking in my workflow that much before, I have decided to use Blender to block out a 3D base which I then overpainted in Photoshop.

Q project
Similarly to the Jack project, during the Q project I designed, modeled and textured a quadrupedal animal. Since I was responsible for not only modeling but also texturing this time, I realized and understood the importance of being specific in regards to textures and material while designing.






























