● Designed and implemented landscape systems for DCS: Afghanistan / Iraq / Channel, significantly enhancing visual fidelity and receiving positive player feedback:
- Conducted comprehensive geo-analysis (QGIS / Global Mapper): terrain, geology (chronostratigraphy), climate (temperature, precipitation), slopes;
- Divided terrain into biomes for adaptive texturing and vegetation generation based on satellite data;
- Generated realistic normal maps in Gaea 2 using analytical data;- Developed procedural placement systems for natural objects (trees, rocks, etc.) with density and
variability controls;
- Used Python scripts to speed up workflows.
● Created a library of procedural PBR materials used in 5+ shipped projects, standardizing visual
quality and accelerating texturing.
● Developed 100+ universal assets (roads, rivers, city blocks, forests) for internal teams and external
studios, speeding up the creation of new maps and improving existing ones.
● Recreated historically accurate objects and surfaces based on archival data and aerial photography.
● Consult and assist teams on material workflows and texturing.
● Actively participate in integrating, planning, and testing new engine tools alongside developers.
● Architectural Visualization in Unreal Engine 4/5:
- Full pipeline: from modeling objects to setting up PBR materials and lighting;
- Created Blueprints tools for procedural scene generation, including mass placement of objects
with variable parameters;
- Implemented interaction logic with environmental elements.
● Built a library of 100+ optimized furniture models for a mobile AR application (assembly,
texturing, LOD systems).
● Produced photorealistic renderings (V-Ray, Cycles, Corona) of products for marketplaces
(electronics, home goods), including material setup and lighting.
● Developed commercial assets for 3D stock platforms according to technical specifications and adapted them for various formats, renderers, and software.