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Регистрация: 23.04.2025

Анастасия Шкварчук

Специализация: 3D Props / Weapon Artist
— 3D Environment & Prop Artist with hands-on experience in outsourcing studios and indie game development. — Skilled in both realistic and stylized art, with a focus on props, environments, and fantasy weapons. — Proficient in full-cycle asset creation — from modeling and sculpting to texturing and seamless integration into game engines (Unreal Engine, Unity). — Known for delivering clean, optimized, and visually compelling models that fit perfectly into diverse game worlds. — Strong team player with excellent communication skills and a keen eye for detail.
— 3D Environment & Prop Artist with hands-on experience in outsourcing studios and indie game development. — Skilled in both realistic and stylized art, with a focus on props, environments, and fantasy weapons. — Proficient in full-cycle asset creation — from modeling and sculpting to texturing and seamless integration into game engines (Unreal Engine, Unity). — Known for delivering clean, optimized, and visually compelling models that fit perfectly into diverse game worlds. — Strong team player with excellent communication skills and a keen eye for detail.

Скиллы

3D Modeling
Texturing
Retopology
Sculpting
UV Unwrapping
Maya
ZBrush
Marmoset
Substance Painter
RizomUV
Bake

Опыт работы

3D Environment / Props Artist
06.2023 - 01.2025 |Wrong Button
Maya, ZBrush, Marmoset, Substance Painter, RizomUV, Photoshop
● Created high-quality 3D models for environmental assets based on provided references, ensuring accuracy and style consistency. ● Conducted thorough research and analysis of reference materials to produce realistic and stylized objects according to project requirements. ● Developed models with varying levels of detail (High, Mid, Low Poly) for use in different types of projects. ● Enhanced expertise in material creation, surface detailing, and texture matching to closely replicate real-world references. ● Performed efficient retopology for optimized Low Poly models while preserving visual fidelity. ● Executed UV unwrapping and baking of maps (normal, ambient occlusion, etc.) to prepare assets for texturing. ● Created detailed and stylized textures using tools such as Substance Painter, Photoshop, and Quixel, tailored to client specifications. ● Collaborated actively with Art Leads and cross-functional teams to ensure alignment with artistic vision and project goals.
3D Environment / Props Artist
с 05.2023 - По настоящий момент |Game Life after End
Maya, ZBrush, Marmoset, Substance Painter, RizomUV, Photoshop, Midjourney
● Developed game-ready props and architectural assets through a full production cycle: from reference research, high-poly sculpting in ZBrush, and low-poly optimization to UV unwrapping, baking, texturing, and engine integration. ● Recreated real-world buildings for the game environment, accurately translating architectural details and proportions based on photographic references and blueprints. ● Created detailed high-poly models and optimized low-poly versions to ensure visual quality with minimal polygon count, improving game performance. ● Produced high-quality textures for various materials and surfaces, strictly adhering to the project’s concept and style guidelines. ● Conducted thorough reference analysis to achieve accurate and believable environmental assets. ● Collaborated closely with the Art Lead and participated in cross-departmental meetings to align environmental details with the overall game vision. ● Ensured smooth engine integration of assets and maintained efficient communication within the development team.
3D Environment Artist
05.2021 - 01.2022 |FUNGI studio
Maya, ZBrush, Marmoset, Substance Painter, RizomUV, Photoshop, SpeedTree
● Completed full-cycle development of 3D props: from reference research and high-poly sculpting in ZBrush to low-poly optimization, UV unwrapping, baking, texturing, and engine integration. ● Practiced creating detailed high-poly models in ZBrush and optimizing them into efficient low-poly assets while maintaining visual quality. ● Gained hands-on experience in UV unwrapping and baking various maps (normal, AO, etc.). ● Developed textures for different materials and surfaces using Substance Painter and Photoshop. ● Imported and set up 3D models and materials in Unreal Engine, learning the basics of engine integration.

Образование

Mathematics (Economics) (Бакалавр)
2013 - 2017
Belarusian State University

Языки

РусскийРоднойАнглийскийСредний