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MAX
DERKACH
25

Game designer

Prague
Ukraine
Hello World! This is my personal web page. I show the work I do, and the art I create here.
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Turbulent
Turbulent
Prospecting
Feeling
Observant
Introverted
Introverted
Extraverted
Intuitive
Intuitive
Thinking
Thinking
Judging
Judging
Assertive
PERSONAL INFORMATION
>> NAVIGATION INSTRUCTIONS:

To explore content, scroll **RIGHT**
To access additional information, follow designated > Links
>> SYSTEM MESSAGE

[MAX DERKACH]: |

You have entered my personal database.

This terminal contains a detailed record of professional history, experience, and project archives.
ASUGEA
===============================
GENRES
RPG, Action, Adventure
DEVICES
PC VR
RELEASE DATE
May 14, 2024
ACTIVE USERS:
N/A
  • VR Gameplay mechanics design and prototyping
  • Preparation of game design documentation (GDD)
  • Balancing gameplay, difficulty, and progression
  • Multi-department technical collaboration
  • Post-release product analysis and improvement
VICTORIA VR, PRAGUE
GAME DESIGNER
12/2024
ACTIVE USERS:
2000+
RELEASE DATE
February 8, 2024
DEVICES
Meta Quest 3, Meta Quest Pro, Meta Quest 2, Meta Quest
GENRES
Action, Shooting, Simulation
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CQB TRAINING ARENA
06/2022 -
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MAGIC MADNESS
RELEASE DATE
June 20, 2024
DEVICES
Meta Quest 3, Meta Quest Pro, Meta Quest 2, PC VR
GENRES
Multiplayer, PVP
< Later
  • Level scripting
  • Level creation in UE
  • Environment art
  • Lighting
  • Testing and optimization
  • Scenes optimization in UE5
15 %
15 %
5 %
5 %
Client service
Graphic Design
Web design
Architecture
25 %
20 %
10 %
5 %
Environment art:
3d modelling:
Game design:
Level design:
Level
design
Game
design
3d
modelling
Environment art
Architecture
Web
design
Graphic
design
Client
service
Client
service
Graphic
design
Web
design
Architecture
Environment art
3d
modelling
Game
design
Level
design
TIME DISTRIBUTION in 5 years:
===============================
  • Other
  • Game development
LEVEL DESIGNER
VICTORIA VR, PRAGUE
08/2024
05/2023 -
WORK HISTORY:
EXPERIENCE
  • Art Direction
  • Cross-department artistic collaboration
  • Narrative design
  • Team organization and supervision
  • Version control management
VICTORIA VR, PRAGUE
LEAD LEVEL DESIGNER
12/2024
08/2024 -
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Level design:
Game design:
3d modelling:
Environment art:
5 %
10 %
20 %
25 %
Architecture
Web design
Graphic Design
Client service
5 %
5 %
15 %
15 %
  • Game development
  • Other
> Early
06/2021 -
05/2022
JUNIOR ARCHITECT
FAPAL, PRAGUE
  • Development of civil engineering documentation
  • Coordination with technical specialists
  • On-site measurements and construction assessments
  • Communication with construction clients
  • Preparation of architectural visualizations
08/2019 -
06/2021
RAMADA / KLEMENT, PRAGUE
FRONT DESK MANAGER
  • Customer service
  • Conflicts resolution
  • Staff scheduling and supervision
  • Booking systems and databases
  • Compliance with safety protocols
06/2022 -
12/2024
3D MODELLER
VICTORIA VR, PRAGUE
Lobbies
White Tiger Arena: Metal Element
Yellow Owl Arena: Earth Element
Green Dragon Arena: Wood Element
  • Concept creation for models
  • Hard-surface modeling
  • Modular modeling
  • UV unwrapping and texturing (Trim/Atlas/Unique)
  • Assets preparation for game engine
> Azure Devops
> UE4 / UE5
> GIT
> English
> Blender
> Sub. Painter
> UV Layout
> ZBrush
> PIN
> PIN
> Czech
> Ukrainian
> Russian
ARCHITECTURE:
WEB DEVELOPMENT:
VERSION CONTROL:
SKILLS
> Tilda
> Lumion
> AutoCad
> HTML / CSS
> Figma
LANGUAGES:
> PIN
GAME-DEV SOFTWARE:
> PIN
> PIN
CTU
3D MODELLING
[LVL1]
LEVEL DESIGN
[LVL1]
GAME DESIGN
[LVL1]
48 HOURS
MAGIC MADNESS
VICTORIA VR
CQB
VICTORIA VR
VAZARI
FREELANCE
PERSONAL
HITACHI
PERSONAL
PAYPHONE
VELESLAVíN
CLASSIFIED [LVL2]
ARCHITECTURE
[LVL1]
PRAGUE
PRAGUE
LIBRARY
MLADá BOLESLAV
AMPHITHEATER
VICTORIA VR
WHITE TIGER
VICTORIA VR
YELLOW OWL
GREEN DRAGON
VICTORIA VR
>> ARCHIVE [LVL2] Access denied
>> ARCHIVE: [LVL1] Access granted
>> ACCESS DENIED
>> ACCESS GRANTED: BACKGROUND FILES:

[MAX DERKACH]: |

Knoledge leaves traces - you just have to know where to look. Some paths are obvious, others reveal themselves with time.
By: Brenda Romero /
By: Brenda Romero /
By: Brenda Romero /
By: Lisa Bodell /
By: Karl Kapp /
By: Craig Barr /
By: Roberta Matuson /
By: Madecraft and Halelly Azulay /
By: Pete Mockaitis /
By: Roberta Matuson /
Gamification of Learning >
Game Design Foundations: 3 Pitch, Propose, Practice >
Game Design Foundations: 2 Systems, Chance, Strategy >
Unlock Your Team's Creativity >
Leading and Working in Teams >
Unreal: Introduction to Materials >
Developing Managers in Organizations >
Becoming an Impactful and Influential Leader >
10 Mistakes Leaders Should Avoid >
Game Design Foundations: 1 Ideas, Core Loops, Goals >
GAMES:
ART TEAMS:
LEADERSHIP:
COURSES
BACHELOR OF ARCHITECTURE
AND URBANISM
CTU. PRAGUE
2022
2018
EDUCATION
GALLERY
>
>
ACCESS DENIED
>
WORKS:
EDUCATION
ACHIEVEMENTS
CQB simulator in VR delivered in 2 months as the lead.
VR Gallery stand at EGX London exhibition. Victoria VR.
Developed a game during the 48-hour GameHack 2023 event.
Became a Team Leader within one year of entering the profession.
Performed on all major stages in my city.
Participated Ukrainian music competitions. Piano, theory.
Hosted all school events for 6 consecutive years.
Competed in the sports organization championship.
Played in a music band. Performed at dozens of public events.
Developed a website for a construction company, Ekvator.cz.
Learned Czech in 9 months.
CTU in Prague (language exam).
Graduated from a university in a foreign country.
EARLY YEARS:
STUDENT YEARS:
PROFESSIONAL CAREER:
Graduated from a university in a foreign country.
Learned Czech in 9 months.
CTU in Prague (language exam).
Developed a website for a construction company, Ekvator.cz.
Played in a music band. Performed at dozens of public events.
Competed in the sports organization championship.
Hosted all school events for 6 consecutive years.
Participated Ukrainian music competitions. Piano, theory.
Performed on all major stages in my city.
Became a Team Leader within one year of entering the profession.
Developed a game during the 48-hour GameHack 2023 event.
VR Gallery stand at EGX London exhibition. Victoria VR.
CQB simulator in VR delivered in 2 months as the lead.
I always seek for new opportunities! If you want to contact me about co-woriking operations, please select your sort of interest:
Dear visitor!
OPEN TO WORK
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Please type in your name and phone number.
I will contact you back later.
PHONE REQUEST
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Please type in your name and e-mail.
I will contact you back later.
EMAIL REQUEST
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The INTJ (Architect) excels in intellectually challenging roles that require strategic thinking, problem-solving, and innovation, often gravitating toward science, technology, or business. Their ability to balance big-picture vision with attention to detail makes them highly valuable.

While they prefer working independently and avoid office politics, developing communication and collaboration skills is essential for implementing their ideas and advancing professionally.
INTJ-T
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Please type in your name and e-mai.
Your application for [LVL-2] access will be reviewed shortly
ACCESS REQUEST
X
  • VR game design experience
  • Player engagement strategies
  • Innovative gameplay mechanics
  • Gamer and Designer mindset
Over 2 years of experience in game design, primarily focused on VR projects and games. My goal is to spark player interest and gradually immerse them deeper into the game world through unique mechanics and creative solutions.
GAME DESIGNER
X
  • Experience in architectural projects
  • Urban planning and visualization expertise
  • Game-ready asset modeling
  • Creation of game scenes and levels
  • Scene optimization for game engines
Over 5 years of experience in world creation — from architectural design and visualization to crafting game environments and assets. Building worlds has always felt like my true calling, driving me to create immersive, optimized, and captivating spaces.
WORLD BUILDER
X
  • 15+ completed websites
  • Proficient in building websites on Tilda
  • Focus on original and custom designs
Over 3 years of experience in web design. While it has always been a secondary pursuit, I take pride in creating unique and visually distinctive projects. The website you're browsing is also a result of my work in this field.
WEB DESIGNER
X
  • 100+ game-ready models produced
  • 20+ custom-built game scenes
  • Freelance experience in asset production
Over 4 years of experience in 3D modeling, with a focus on creating game-ready assets. Skilled in modular modeling, texturing (including atlas and trim sheets), and optimizing models for game engines. Passionate about building immersive game scenes with efficient workflows.
3D GENERALIST
X
  • Experience in leading team-based architectural projects
  • 2 years of team leadership in a game studio
  • Successfully assembled and managed my own development teams
I’ve been involved in organizing various events and artistic-technical processes since my school years. Leading creative teams is where I thrive, using my enthusiasm and experience to inspire effective collaboration.
ART DIRECTOR
X
I’ve been pursuing my ambitions in independent creation for a long time. This website is the culmination of my creative drive, technical skills, and artistic passion. Stay tuned for updates — and feel free to support its growth if you’d like!
CREATOR
X
PROFESSIONAL CAREER
In the fall of 2023, I led a team of seven developers to deliver a realistic VR CQB training simulator within a two-month deadline. The project received positive feedback on the Oculus Store and remains open for future updates.
CQB simulator in VR delivered in 2 months as the lead.
BLITZKRIEG
X
PROFESSIONAL CAREER
In 2023, several projects I worked on as a key level designer and 3D artist were showcased at the EGX London. The event attracted significant investor interest in Victoria VR, with the projects focused on VR galleries and a series of VR mini-games.
VR Gallery stand at EGX London exhibition. Victoria VR.
SHOWTIME
X
PROFESSIONAL CAREER
In 2024, I joined a team of enthusiasts to participate in a 48-hour game jam. We created a simple yet engaging pirate-themed adventure game, and I still keep my main prize from the event—a backpack with the Warhorse Studios logo on it.
Developed a game during the 48-hour GameHack 2023 event.
RAPID PROTOTYPER
X
PROFESSIONAL CAREER
I always strive to show initiative in work. I’ve never been one to ignore unresolved issues that others tend to postpone. This personal trait, combined with my leadership ambitions, helped me to quickly advance within the company.
Became a Team Leader within one year of entering the profession.
FAST TRACK
X
STUDENT YEARS
At the age of 17, I moved alone to Czech Republic, without family and friends. At whis young age, I had to learn how to take care of myself and build my own future. Earning a degree from CTU in Prague - became a statement to my determination and resilience.
Graduated from a university in a foreign country.
SCHOLARY VOYAGER
X
STUDENT YEARS
CTU requires B2-level Czech proficiency. I moved to the Czech Republic in September 2017 without any knowledge of the language. Nine months later, I passed the B2 exam and enrolled at CTU.
Learned Czech in 9 months.
CTU in Prague (language exam).
CZECHMATE
X
STUDENT YEARS
During my student years, I worked as a freelance web designer. I created landing pages and larger websites with unique designs. My most notable achievement was developing the corporate website for Ekvator.cz.
Developed a website for a construction company, Ekvator.cz.
PIXEL WEAVER
X
STUDENT YEARS
Music has been a part of my life for as long as I can remember. I have a formal music education and have performed on stages ranging from school events to city concerts.

Shoutout to Shanovni Pishohody!
Played in a music band. Performed at dozens of public events.
STAGE STRIKER
X
EARLY YEARS
The Grizzly Combat Sambo club became a second family to me. I spent over three years as an active member of the club, training and competing.

Shoutout to Grizzly MMA!
Competed in the sports organization championship.
RINGMASTER
X
EARLY YEARS
My initiative at work can be traced back to my school years. For 6 years, I served as the main host and technical organizer of school events. That is where I gained my first skills in event management and stage performance.
Hosted all school events for 6 consecutive years.
CEREMONYMASTER
X
EARLY YEARS
Completed 9 years of music school and graduated with honors. While attending M. Lysenko Music School, I participated in dozens of music competitions. My strengths include piano performance, music theory and literature.
Participated Ukrainian music competitions. Piano, theory.
MASTER OF NOTES
X
EARLY YEARS
There isn't a stage in my hometown I haven't performed on. I've experienced them all, both from the audience and behind the scenes. My performances included a children's choir, a dance group, a music band, and more.
Performed on all major stages in my city.
STAGE VETERAN
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> Work done
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SUBJECT:
NAME:
COPYRIGHT:
PROJECT:
Game screenshots
Game design, Level design
CQB TRAINING ARENA
CQB
Research & Planning:
I began with in-depth research on real-world CQB training: understanding key training objectives, evaluation methods, safety protocols, and tactical movement. Notably, I incorporated practical details like overhead catwalks for instructors—mirroring real-world observation methods—into the level design.
This project came with a significant challenge: to develop a full VR-based Close Quarters Battle (CQB) military training simulator from scratch within just two months. I was appointed as the lead for this project, managing a team of seven: three programmers, two 3D artists (while I contributed to modeling and level assembly), one sound designer, and one voice actor.
Weapon System:
  • Modular rifle with customizable attachments (flashlight, laser, suppressor).
  • Intuitive VR controls for shooting, reloading, and accessory use.

Core Gameplay Rules:
  • Time-based scoring system.
  • Penalties system

Enemy Types:
  • Static, moving, and pop-up targets.
  • Randomized enemy spawns for replayability.

Tutorial & Progress Tracking:
  • Voice-guided tutorial covering essential mechanics.
  • Sector-based level with timers and target counters.

Level Design & Optimization:
  • Divided into sectors for gameplay pacing and performance.
  • Optimized geometry and physics to maintain VR stability.
[LVL-1] TEMPORARY:
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>> User: GUEST
>> Status: LIMITED

CURRENT PERMISSIONS:
>> Project preview
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> Work done
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SUBJECT:
NAME:
COPYRIGHT:
PROJECT:
Official Game Trailer
Game design, Level design
MAGIC MADNESS
MAGIC MADNESS
Magic Madness is the flagship project of Victoria VR, where my primary role was level designer, with significant contributions as a game designer.

One of my core responsibilities was developing an innovative VR magic combat system inspired by the philosophy of elemental interactions in Feng Shui. Players use VR controllers to "draw" elemental symbols in the air, casting offensive, defensive, or healing spells.

Beyond combat mechanics, I conceptualized and implemented the player lobby experience. Players begin in a fully interactive virtual apartment located on the upper floors of the iconic Victoria VR tower within the Victoria City skyline. This personal space serves as both a pre-game waiting area and a customizable hub, featuring:

  • A builder plugin allowing players to decorate and personalize their environment.
  • A panoramic window view, emphasizing the immersive capabilities of VR.
Magic Combat System Design:
  • Based combat mechanics on Feng Shui’s elemental interactions for strategic depth.

Lobby Concept & Implementation:
  • Developed and designed the virtual player apartment as the central game lobby.
  • Developed and designed the multiplayer lobby.
  • Provided an immersive environment with panoramic city views in SP lobby, and immersive Hyperloop station interier for MP lobby.

Immersive UI Alternatives:
  • Designed analog-style control panels for in-game functions (skin selection, matchmaking, lobby interactions).
  • Replaced traditional VR menus with direct physical interactions, improving immersion.

Research & Development:
  • Conducted competitor analysis to identify gaps in existing VR games.
[LVL-1] TEMPORARY:
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>> User: GUEST
>> Status: LIMITED

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>> Project preview
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NAME:
LINK:
PROJECT:
Game screenshots
Game design
THE CURSE OF THE SEAS
48 HOURS
This project was created during a 48-hour game jam, where I worked as part of a five-person team to develop a fully playable game under strict time constraints. The jam required participants to include selected themes and modifiers into their games. Our assigned themes were "New World," "Eclipse," and "Mirrors,".

After an extensive brainstorming session, we conceptualized a pirate-themed game set in the Caribbean Sea during the era of exploration. Players control a pirate ship navigating a small harbor teeming with enemy vessels. Sailing close to an opponent initiates a duel, transitioning to a separate screen where the player engages in one-on-one ship combat. Combat revolves around timing and positioning, as players steer their ship with arrow keys and fire cannons from either side. Defeating opponents strengthens subsequent enemies both in power and ship design, culminating in a final showdown against the legendary scourge of the seas.
Special attention was given to the audio design. Our team recorded authentic pirate shanties, celebratory victory shouts, and composed an original soundtrack using an electric guitar, enhancing the game’s atmosphere and immersiveness.

Theme Integration:
  • New World: Reflected in the game's setting across the Caribbean and the era of piracy and exploration.
  • Eclipse: Represented through a special ability for the player’s ship, the "Flying Dutchman," allowing an escape from overwhelming battles.
  • Mirrors: Implemented as a power-up that flips the ship’s orientation, increasing speed and enabling underwater ambushes. When submerged, ship controls invert, challenging players to adapt quickly.
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EARTH ARENA. YELLOW OWL
Level design
MAGIC MADNESS
YELLOW OWL ARENA
Yellow Owl Arena is a PvP battleground within the Magic Madness project, designed with Feng Shui principles to reflect the Earth element through stone and sand textures. At the heart of the arena lies a colossal stone head of an earth elemental, serving as both a visual centerpiece and a landmark for player navigation.

This level was crafted to seamlessly blend interior and exterior environments, offering players multiple traversal options between the temple’s inner sanctum and surrounding outdoor areas. The arena encourages strategic positioning, vertical gameplay, and quick decision-making during combat encounters.

Game screenshots showcase various perspectives of the arena, highlighting the interplay of natural and constructed elements, vertical pathways, and combat spaces.
Level Design & Gameplay Prototyping:
  • Initial blockout to test traversal mechanics, sightlines, and combat flow.

Environment Art & Material Solutions:
  • Modeled key architectural elements and environment props.

Lighting & Color Palette:
  • Atmospheric lighting shafts and subtle environmental effects to boost immersion.
  • Warm earth tones and dynamic lighting to enhance visual depth

VR Optimization:
  • Baking 3D backgrounds into spherical textures, significantly reducing geometry load and draw calls.

Gameplay Enhancements:
  • Placed strategic buff pickups around the arena to encourage movement and risk-reward decisions.
  • Balanced item placement to prevent spawn camping and maintain fair PvP encounters.
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METAL ARENA. WHITE TIGER
Level design
MAGIC MADNESS
WHITE TIGER ARENA
White Tiger Arena is a PvP level designed for Magic Madness, located inside a levitating ship generating static electricity in a dangerous, stormy region of the Victoria VR world. The arena presents players with a high-contrast environment where the bright, clean interiors oppose the dark, thunderous atmosphere outside.

The level design focuses on vertical gameplay and varied traversal options. The arena is divided into three key sections: two hangars at opposite ends of the map and a central corridor connecting them. Flanking routes surround the central path, allowing for alternative, safer player movement. Massive reservoirs and pipes in the hangars encourage vertical exploration, enabling players to navigate through jumps and elevated platforms.

Color Palette & Feng Shui Influence:
  • Dominant white with supportive bronze tones, contrasted with blue accents
  • Bright, clean interior contrasts with the dark, stormy exterior seen through panoramic windows.
Three-Segment Structure:
  • Key zones: two opposite ends and a central corridor - primary conflict zone.
  • Surrounding pathways provide safer routes.

Vertical Gameplay Focus:
  • Large reservoirs and pipelines, enabling traversal via jumps and elevation changes.
  • Players can choose between high-ground advantages or riskier direct routes through the central corridor.

Strategic Buff Placement:
  • Carefully positioned buffs across the map, ensuring fair gameplay balance.
  • Particular attention was given to the "hot" central area

Unique Asset Creation:
  • Designed custom assets, including: captain’s bridge (core generator structure), massive turbines, blue fluid reservoirs
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WOOD ARENA. GREEN DRAGON
Level design
MAGIC MADNESS
GREEN DRAGON ARENA
Green Dragon Arena is a PvP battleground set atop the highest cliffs of the Victoria VR world. Designed to evoke the serenity of an ancient Asian temple, the arena juxtaposes natural rock formations with architectural elements like torii gates, bamboo walkways, and temple colonnades. The central stone pond, surrounded by weathered columns, serves as both a visual focal point and a key navigational landmark.

The level is designed to let players move smoothly across the map with small elevation changes added through rocks and buildings. Since there’s no strong focus on vertical gameplay, the main challenge comes from moving sideways, using cover, and choosing the best routes. Players can fight openly around the central pond, sneak around using bamboo paths, or take cover near the temple structures. Buffs were placed carefully to encourage players to keep moving and make thoughtful decisions about when to take risks, especially in key combat areas.
Level Design & Gameplay Prototyping:
  • Initial blockout to explore traversal routes, cover points, and combat flow.
  • Introduced horizontal and vertical elements to break up open spaces and encourage varied movement strategies.

Lighting & Color Palette:
  • Established a natural color scheme featuring lush greens and earthy browns, reinforcing the arena’s connection to the Wood element.
  • Balanced contrast between the bright environment and shaded temple areas for visual clarity.

VR Optimization:
  • Baked the expansive 3D background into spherical textures to reduce geometry complexity and draw calls.

Gameplay Enhancements:
  • Balanced item placement with particular attention to high-traffic zones, like the central pond and temple entrances.
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Last summer call in Copenhagen
MAX DERKACH
Environment Art
NORTHERN LANTERN
PAYPHONE
This project was a personal challenge aimed at exploring lighting, composition, and the integration of storytelling elements through environment art. I deliberately chose a nighttime setting to focus on dramatic lighting contrasts. The use of classic blue tones against warm yellow highlights draws attention to the central element—the payphone booth. This color palette not only establishes a strong visual focus but also enhances the mood and narrative context of the scene.

Additionally, this project provided an opportunity to experiment with SpeedTree for the first time.

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[LVL-2] ACCESS REQUIRED
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This project is part of the "NORTHERN LANTERN" project. Access requires Level 2 clearance or higher.

PERMISSIONS:
>> Project "NORTHERN LANTERN"
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HITACHI TRK-5050 PERDISCO GF XO
MAX DERKACH
3d modelling
HITACHI
HITACHI
This cassette player project was a personal challenge to push my skills in photorealistic 3D modeling to the limit. My goal was to capture every detail with precision and create a model that could stand out in both realism and craftsmanship. I approached this piece with extra care, focusing on refining every component to perfection. Special attention was given to the textures and lighting setup to ensure a high-quality final render that would highlight the model’s realism and intricate details.

Japanese retro cassette player with 3 cassettes:
- Modeling and rendering in Blender
- Unwrapping in UV Layout
- Texturing in Substance Painter
- Color correction in Photoshop
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Sushi Christmas toy
VAZARI
Digital, 3d modelling
VAZARI
VAZARI
This project marks my first and only venture into the realm of digital 3D design. Tasked with creating a festive piece for the Vazari sushi delivery service, I designed a New Year-themed sushi ornament that combines playful aesthetics with brand identity.

A 15-second advertising video for a special New Year's Eve promotion for a sushi bar.
[LVL-1] TEMPORARY:
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