Hello there! I'm Ivan, a 3D Artist with 3+ years of experience in game development and ArchViz, specialized in realistic environments and product visualization.
My stack: Blender, ZBrush, Substance Painter & Designer, Rizom UV, Sketchup, Unreal Engine 5, and Unity.
I love creating environments that feel alive and tell a story.
I deliver production-ready assets, technical art, and renders that balance high quality with the deadlines and constraints of real production, from stylized mobile games to high-end product visualization.
Currently open to new opportunities: full-time, freelance, or contract.
Games or ArchViz, remote worldwide.
Feel free to reach out!
Sole 3D Artist at a leading shower enclosure manufacturer, responsible for all product visualization and marketing visuals across the company's e-commerce presence, working closely with the company's engineer to translate technical specs into photorealistic visuals.
• Created 100+ photorealistic product images and full bathroom environments using Blender and UE5, published on Amazon and Leroy Merlin marketplaces.
• Designed and built atmospheric interior scenes from scratch — lighting, materials, props, and composition — to showcase their products in the marketplace.
• Produced technical installation videos in Blender, demonstrating shower enclosure assembly with clear, step-by-step animations.
• Built a custom Blender Asset Library cataloging the company's full product catalog and reusable scene props, significantly speeding up production and ensuring visual consistency across deliverables.
• Owned the entire pipeline end-to-end: modeling, texturing, lighting, rendering, and post-production.
• Tools: Blender, Unreal Engine 5, Substance Painter, Photoshop, Premiere, Illustrator and After Effects.
I worked as Environment Artist in a small studio developing mobile games, across two main projects with very different visual styles, owning environment art end-to-end and contributing to level design.
I worked on a shipped stylized mobile game:
• Created 10+ stylized lowpoly environments, designed for performance on mobile devices.
• Delivered seasonal and event-based environment updates throughout the post-launch year, keeping the game fresh on key dates.
• Maintained a strict balance between visual quality and performance — optimized geometry, shared materials, and TrimSheets.
I've also worked on a realistic game project (unreleased):
• Led environment art and level design for a realistic-style game, taking ownership of the visual direction of the world.
• Built modular environment kits using Trim Sheets to maximize asset reusability and visual variety.
• Implemented production pipelines: high-to-low poly baking, draw call optimization and LODs.
• Designed level layouts and gameplay spaces, collaborating with the team on pacing and player flow.
Tools I used: Blender, Zbrush, Substance Painter, Substance Designer, Illustrator and Unity.
Building on the experience gained from shipping my first stylized mobile game at LightSoftware, I launched my own line of commercial environment packs on the Unity Asset Store under the publisher name Unvik_3D, focused on stylized lowpoly environments built specifically for game-ready performance.
• Designed and published 20+ environment packs sold worldwide on the Unity Asset Store, used by indie developers and small studios across a range of projects.
• Built each environment around a strict optimization philosophy: single-texture trim sheet workflow, low polygon counts, and shared materials for efficient drawcalls.
• Covered a range of stylized themes and environments to expand the catalog and reach different developer needs.
• Owned the full publishing pipeline — concept, modeling, texturing, packaging, store presentation, marketing visuals, and customer support.
• Built the Unvik_3D brand from scratch, handling product design, store listings, and all customer-facing communication.
Currently in maintenance phase — no new packs planned, but continuing to provide support to existing customers using the published assets.
Tools: Blender, Illustrator and Unity.
I took the role as 3D Generalist, doing some props and debris, and texture them for the environment. I also had the chance to work with other teammates to ensure a smooth and professional integration in Unity.