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I’m a professional 3D Game Artist with over four years of experience.
I offer tailored solutions for a wide range of tasks from stylized to realistic art, covering props, environments, and vegetation.
My work spans multiple platforms including PC, VR, console, and mobile.
You can see all of this in my portfolio.
Work together with
Ghostrunner 2 Swords
I was responsible for creating high-quality Swords texture variations.
Ghostrunner 2 Moto
I was responsible for creating high-quality Motorcycles texture variations.
Rock Simulator 2
My task was to create a location based on the concept, accurately recreate every detail, and add something new while maintaining the style and atmosphere. Each element already had finished textures, so my main responsibility was to assemble the level and set up the lighting.
Gothic Remake
The project was created for Alkimia Interactive. I was responsible for creating high-poly modular elements such as walls, columns, and arched openings.
The main task was to ensure consistent seams across all variations, allowing any module to fit seamlessly with another.
Trombone Champ (Unannounced)
Took full ownership of a new level as an environment artist – from refining the level layout based on concept art to creating props and vegetation. Minor background details were supplemented with assets from the Unity Store.
Trombone Champ Winter
Redesigned the level with a winter holiday theme.
I created and replaced part of the environment and props to match the festive setting.
Snow was effectively implemented using a combination of shader work and geometry.
The lighting was also reworked to fit the mood of the new theme.
Beyond Extent
Team challenge Echoes of the Past
This was my first team challenge, where all participants had different levels of experience and specializations.
Our task was to create a unique environment that met the requirements of the challenge.
As part of the team, I was responsible for creating a portion of the props, hybrid textures, and decals.
Padel VR
As an environment artist, I was responsible for the design and development of the stadium and court for a padel tennis game. The main reference was a real stadium located in Spain, and the court was recreated with accurate real-world scale and high attention to detail. To enhance immersion, I designed and placed additional props and environmental elements around the arena. The location supports customization, allowing banners and advertisements to be adjusted for different scenarios. Additionally, the stadium features a switchable roof, offering both enclosed and open-air versions of the venue.
11VR Table Tennis Tokyo
A game location designed in a Japanese style based on a concept. The main feature of the location is a pavilion with a ping pong table at its center. The player can also leave the play area and explore the surroundings: walk to the water, cross the bridge, or stroll among the trees to fully immerse themselves in the atmosphere.
11VR Table Tennis Paris (Unannounced)
A location for tennis tournaments. The location features stands and a referee’s table, as well as an interactive scoreboard that allows the player to immerse themselves in the atmosphere of a real match.
Metakart Racing
MetaKart Racing is a new VR racing game for the Meta Quest platform. Although the project is still in development, it was already showcased in March this year at the Game Developers Conference. My role as an Environment Artist was to design stylized, modular buildings that can be flexibly combined to create different architectural variations. I was also responsible for creating decorative props and textures. All assets were imported into the game level, and the buildings were assembled as prefabs to demonstrate the possible combinations of the modular elements. While working on this project, I was inspired by the game Mario Kart - however, it was important for me not to simply copy the visual style, but to create something new and unique.
Holt Street (Unannounced)
I participated in the partial reconstruction of Holt Street in Montgomery, Alabama.
My responsibilities included creating an accurate 3D model of the church, designing street signs, and optimizing the models of windows and doors.
Reservoir (Unannounced)
I was responsible for the design and creation of modular wooden houses typical of American suburban architecture. Each house includes a fully modeled interior and features functional windows and doors that can be opened. My responsibilities also included the development of atlas textures and the creation of prefabs ready for import into the game engine. Furniture and interior elements were sourced from the Unreal Engine Marketplace.
Valorant
I was responsible for creating props, modular elements, as well as trim textures. All assets were prepared for further work by the texture artist.
Pixelmon
I worked as a technical artist, responsible for proper character retopology to ensure smooth rigging and animation. I also handled UV mapping and baking texture maps. All assets were prepared for further work by the texture artist.
Let’s work together!
Vladyslav Lusnikov
3D Artist | Game Props & Environment | Stylized & Realistic | PC, VR, Console, Mobile
70173 Stuttgart, Germany
+491603822512
lusnikov.3dart@gmail.com
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