I am a 2D illustrator, UI artist and lifelong gamer with a passion for creating. My interest in gamedev has always been prominent: from building levels as a kid in games like Duke Nukem 3D, to level creation and custom modding as an adult in games like Left4Dead, Unreal Tournament, or Skyrim. I love getting into engines and pressing buttons and turning knobs just to see what happens.
I knew that I needed to make games, it was one of the only things I was greatly interested in. My first couple of jobs were at small studios where I had the opportunity to do all of the art I could possibly want to make. I was making concept art, 3D characters and props, comic art, UI art, and I was working with some really amazing people who taught me so much.
Over time, I became the person on the team you come to when you need to get stuff done. I pride myself on being a reliable member of a team that can adapt quickly and help out wherever I am needed.
Something weird (or maybe it’s not weird, I’m not sure) I actually like doing is documentation and tutorials. For whatever reason I like sitting down and making lengthy documentation with screenshots and step-by-step instructions and even go as far as naming all of my Photoshop layers. I want to make sure that people receiving my files won’t be lost and wasting time. I like my file structures to be organized and as clean as possible. My desk will never look nice and organized (I’m still an artist), but you can be sure my files will be.
I always felt like artists get some of the best results by collaborating with design and engineering. We all have special unique skills that can be amplified by the other departments, and in my experience with this collaboration we all got really excited by what the others could do with our ideas. The outcomes were often very strong features we could all be proud of.
Skills:
Adobe Photoshop, Illustrator, Clip Studio, Procreate, Autodesk 3DS Max, Maya, Blender, Unity, Unreal, Valve Hammer Source Engine, Quixel Suite, 3D Coat, After Effects, Premiere, Adobe XD, Perforce, Jira, Trello, Shotgun, ShotGrid, 2D, 3D, illustration, game development, concept artist, UI, User Interface, Characters, Icons, Comics, Storytelling, Visuals, Graphic Design, Gaming, HUD, Motion Graphics, Usability, Visual Scripting, Node Based Programming
• Led the design and development of UX wireframes and user flows for key systems including HUD, crafting, inventory, ship building, and flight controls - optimizing usability and player engagement
• Designed and established the visual style of the UI by creating a cohesive aesthetic that complemented the game’s core theme without overpowering gameplay.
• Enhanced the game's personality through a comic-illustrative approach, creating visually striking UI elements that elevated the player experience and delivered beyond initial expectations.
• Created high-fidelity prototypes and mockups for UI components to align stakeholders on final designs
• Partnered closely with engineers and designers to drive the seamless implementation of UI/UX features - resolving challenges and aligning design goals
• Concepted and produced custom illustrations for game screens, including death screens and intro motion comic/animatics, elevating the visual narrative and player immersion
• Created game icons for: 300+ characters, over 600+ pieces of crafting assets, 400+ equippable player profile frames and avatars, over 20+ custom Disney-themed marketing event asset bundles including banners, gacha chests/coins, achievements, medals and more
• Coordinated with UI/UX team to make high-fidelity UI mockups for main screen, quest pages, player profiles, different store screens, rewards and chest opening sequences
• Concepted 20+ Disney/Pixar characters and props to fit our mobile game style working closely with Disney IPs
• Created hundreds of assets for multiple-use purpose: in game, marketing, and community events
• Prepared and maintained Confluence page tutorials, videos and style guides for UI and art teams
• Able to assess project scope and ensure successful delivery of content on tight deadlines.
• Supported game community specific requests that were within my ability to execute; most often these were requests for new profile customization options
• Consulted and assisted art and design in creation of several Disney characters, their abilities as well as environments
• Created UX flows for player profile screens
• Assisted VFX/art team with reward screen mockups, character VFX concepts and VFX assets
• Concepted, modeled, textured, and implemented environments for Star Wars: Galaxy of Heroes
• Redesigned Star Wars characters to fit our mobile game style working closely with Lucas Arts
• Worked with technical artists, providing 3D assets, to build functional environment prototypes in Unity
• Guided the environment and outsourcing teams on a consistent texturing style to match the style of the characters with tutorials, feedback and examples
• Created game icons and coordinated with UI/UX team to make high fidelity UI mockups
• Maintained art style guidelines and art pipeline documents for all games
• Able to assess project scope and ensure successful delivery of content on tight deadlines.
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Published Games:
Star Wars: Galaxy of Heroes (Mobile, Unity)
• Concepted environments, props, gear items, icons
• Modeled, textured - environments, props, gear
• Worked with marketing team to create art for events
Heroes of Dragon Age (Mobile, Unity)
• Concepted environments, characters and creatures from the Dragon Age universe
• Collaborated with technical artists to implement parallaxing 2D environments
• Worked with marketing team to create art for events
Supreme Heroes (Mobile)
• Illustrated comic style art, storyline, equipment, hero ability cards
• Illustrated comic covers, layouts/design/text
• Created interchangeable 2D player avatar costume pieces
• Illustrated characters for Age of Champions and Superhero City
• Managed art teams schedules and priorities for character illustrations, marketing art, 2D equipment
• Mentored junior artists to maintain art style and quality standards
• Collaborated with designers, marketing and engineers to implement gameplay features
• Managed and maintained quality of outsourced assets
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Published Games:
Superhero City (Facebook)
• Illustrated comic style art, storyline, equipment, hero ability cards, icons, marketing art
• Created and implemented interchangeable 2D player avatar costume pieces
Age of Champions (Facebook)
• Illustrated fantasy style art, storylines, equipment, and marketing art
• Modeled, textured and implemented interchangeable 3D player avatar costume pieces
• Concepted, modeled, textured environments and characters for Deloitte Spill!
• Supervised art from external vendors, ensuring quality and technical standards are met
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Published Games:
Action All-Stars (PC, Flash)
• Textured character MLB and NBA jerseys
• Designed, illustrated, implemented 2D environments
• Illustrated UI, icons, title text
Deloitte Spill! (PC, in-house engine)
• Concepted, modeled, textured characters
• Animated, rigged characters
• Illustrated shop signs for the main city environment
• Supervised character art from our studio in Minsk
Hot Wheels Turbo Driver: Race the World (PC, in-house engine)
• Concepted environments
• Modeled, textured - environments, props, vehicles
• Assisted Sr. Environment Artist in design and implementation of environment props, lighting and VFX
MLB Interactive Game (DVD game)
• Edited and composited video of MLB footage to create video assets for the game
• Animated 2D MLB style scoreboards in After Effects
Thomas The Tank Engine: Full Steam Ahead (DVD game)
• Concepted and Illustrated custom characters and creatures in the Thomas the Tank Engine style
• Edited and combined video from the show to create new clips for the game
• Illustrated 2D UI icons, borders, props