



























Game Ready Modeling
Great models start with great topology. Whether creating hard-surface sci-fi assets or organic elements for natural landscapes, I focus on building clean, optimized geometry that holds up in both close-up shots and large-scale environments.
My approach to modeling and texturing is deeply interconnected. Rather than treating texture atlases as loose collections of parts, I design them as large tiling surfaces, pre-integrating key design shapes into the texture itself. This, combined with a deep understanding of mesh Normals, UV layouts, and efficient poly distribution, allows me to create low-poly models with high visual impact—where every polygon is used with purpose.
I’ve also been responsible for art direction, defining technical requirements, quality assurance, model integration, prefab creation, and Unity development. My workflow is centered on modularity and reusability:
In D.R.O.N.E., I developed a modular building block system for the level editor, allowing players to assemble entire arenas effortlessly. This included creating props, environmental decoration objects, and two 8K hand-modeled texture atlases, ensuring clean Normals and seamless UV usage.
In Earth 2, I crafted an 8K hand-modeled hard-surface atlas and built an extensive library of 90+ urban structures, ranging from small civilian buildings to towering skyscrapers. This also included a custom foliage atlas and 128 terrain textures, forming the foundation for the game’s massive world.
