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Contents:

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  • Client Work

    • Battle Bolts / Shot Second, Croteam / 2016-2019

    • Tormental / Gungrounds, Croteam / 2018

    • Spellforce / Hex Games, THQ / 2016

    • Omegatech / MegaWorld Studios / 2016

    • Droid / Phi Games  / 2016

    • The Red Solstice 2 / Ironward / 2016

    • Indiana Character / Curious Cat / 2015

    • Ninja Commercial / Kaos.hr, 24sata / 2014

    • Saber Rider / Firehazard Studio / 2011

  • Some of my Personal Game Projects

    • Awesome Ninja Tower Rush / 2015

    • Abductor UFO / 2015 (released on Google Play)

    • Project Shift / 2015 (released on Itch.io)

    • The Swarming / 2013

    • Underwater Fishes / 2013

  • Some of my Personal Art Challenge Projects

    • Event / 2017

    • Big Bad / 2014

    • Robots / 2013

    • Time Machine Giant / 2013

    • Robot Shooter / 2012

  • Some of my Game Mods Projects

    • InsTac, Insurgency / 2016

    • Mechwarrior Living Legends, Crysis / Wandering Samurai Studios / 2011

    • Baneling Ruins, Starcraft 2 / 2010

CLIENT WORK

Battle Bolts - Shot Second, Croteam - 2016-2019

My role was to create art assets for the game, create art production pipelines and workflows, and to manage art production.

  • Lead Artist

  • Technical Artist - establishing and creating Art Production Pipelines and Workflows

  • Art Production Management

  • Production Co-Management​​​

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  • Modeling, Rigging, Animation - 3ds Max and ZBrush

  • Textures and Materials - Substance Toolset

  • Environment Design, Assembly, and Post - Unity

  • Creating Particle Effects - Unity

    • Character Attacks and Impacts effects, Environment effects, Arena Objects effects...

  • Creating custom Shaders - Unity

    • Characters, Effects, Environment...

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My Art Production Process for the projects - click here to open the document

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Battle Bolts - Pitch, Croteam
CLIENT WORK
Tormental - Macanga Games, Croteam

Tormental - Gungrounds, Croteam- 2018

My assignments:

  • Modeling, rigging and animating a few art pieces and characters.

 

 

I used 3ds Max for modeling, rigging, and animation.

  • Modeling

  • Rigging

  • Animation​​​

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Spellforce - Hex Games, THQ

Spellforce - Hex Games, THQ - 2016

My assignments:

  • Create 3 different environment themes of art set for a game under a month.​

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I mainly used Substance Designer to procedurally generate 3 different sets of textures for landscapes, different road and path patterns, trees and various other things.

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I used 3ds Max and ZBrush for models and 3D Coat for texturing.

  • Modeling

  • Texturing

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Droid - Phi Games

Droid - Phi Games  - 2016

My assignment:

  • Make a robot character for a game.

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I used 3ds Max for modeling, rigging, and animations.

  • Modeling

  • Rigging

  • Animation​

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The Red Solstice 2 - Ironward

The Red Solstice 2 - Ironward - 2016

My assignment:

  • Rigging and animating monster characters.

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I used 3ds Max for rigging and animations.

  • Rigging

  • Animation​

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Omegatech - MegaWorld Studios

Omegatech - MegaWorld Studios - 2016

Website: https://www.cats-in-mechs.com/

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My assignments:

  • Design and create modular environment art pieces for a procedurally generated environment.

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I used 3ds Max to create environment art pieces and Unity for assembly and Level Design.

  • Environment Design for modular systems

  • Modeling

  • Texturing​

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Indiana Character - Curious Cat

Indiana Character - Curious Cat - 2015

My assignment:

  • Make Indiana Jones like character in Minecraft style for a video game.

 

 

I used 3ds Max for modeling, rigging and animations, and 3D Coat for handpainting the texture.

  • Modeling

  • Texturing

  • Rigging

  • Animation​

 

Ninja Commercial - Kaos.hr, 24sata

Ninja Commercial - Kaos.hr, 24sata - 2014

My assignment:

  • Make ninja character and animation for a TV commercial.

 

 

I used 3ds Max for modeling, rigging, and animation.

  • Design

  • Modeling

  • Rigging

  • Animation

 

Saber Rider - Firehazard Studio

Saber Rider - Firehazard Studio - 2011

My assignment:

  • Create a fight sequence for the video game between two huge robot characters that would be playing in the background of a stage.

  • Create rig and animations for the soldier enemy.

 

 

I used 3ds Max for rigging and animations.

  • Rigging

  • Animations

 

PERSONAL GAME PROJECTS
Awesome Ninja Tower Rush

SOME OF MY PERSONAL GAME PROJECTS

Awesome Ninja Tower Rush / 2015

  • Sidescroller game inspired by Icytower. You play as a ninja running up the walls of a tower and avoiding all kind of traps using your ninja moves, and also collecting some powerups along the way up.

 

  • Developed by a team of 2 over 1 month.

 

  • My role was to make art for the whole game. There was also one programmer.​

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I used ZBrush to sculpt ninja character,

Marvelous Designer for cloth,

3ds Max for retopology, rigging, and animations.

 

For the environment I used 3dsmax. I used the 3D coat for texturing.

  • Game Design

  • Production Management

  • Modeling

  • Texturing

  • Rigging

  • Animation

  • Effects

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Abductor UFO

Abductor UFO / 2015

  • Sidescroller game where you fly a UFO and abduct people.

 

  • Developed by a team of 3 in less than 1 month and released on Google Play store.

 

  • My role was to make art for the whole game. There was one programmer and one game designer/production manager.

 

I used 3ds Max for modeling, rigging, and animation of characters and environment. I used Unity for assembly and particle effects.

  • Modeling

  • Texturing

  • Rigging

  • Animation

  • Effects

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Project Shift

Project Shift / 2015

  • Sidescroller game where you have to escape as a character that has powers to turn itself or enemies into a ghost.

 

  • Developed by a team of 2 over 3 months and released on Itch.io.

 

  • My role was to make art for the whole game. There was also one programmer.

 

I used 3ds Max and Photoshop for characters and environment.

I used Unity for level assembly and particle effects.

  • Game Design

  • Production Management

  • Modeling

  • Texturing

  • Rigging

  • Animation

  • Shaders

  • Effects

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Videos:

Chaser / Sentry / Player Shield / Electro Bug / Wasp / Probe 

The Swarming

The Swarming / 2013

  • Top down RTS/Tower Defense game where you control small robot character who can build walls and shoot at enemies to defend itself from dangerous alien monsters attacking you because your robot mothership, that you crashlanded with, is drilling their planet for resources you will use to escape.

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  • Developed by a team of 4 over several months.​

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  • My role was to model, rig and animate various characters and creature monsters, as well as to design and manage production.
    There was also one programmer, one 3D artist, and one concept artist.

 

I used 3ds Max for rigging and animation.

  • Game Design

  • Production Management

  • Modeling

  • Texturing

  • Rigging

  • Animation

  • Effects

Underwater Fishes

Underwater Fishes / 2013

  • Management game where you have to feed your big monster fish with smaller fishes and defend it from dangerous ones.

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  • Developed by a team of 3 over several months.

 

  • My role was to model, rig, and animate fishes and the environment.

 

 

I used 3ds Max to produce environment props, fishes and various creatures.

There was also one programmer and one concept artist.

  • Modeling

  • Rigging

  • Animation

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PERSONAL ART CHALLENGE PROJECTS
Event

SOME OF MY PERSONAL ART CHALLENGE PROJECTS

Event / 2017

  • Art-a-month personal challenge - a monster inspired by Alien.

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I used 3D Coat for retopology.

I used 3ds Max for rigging and animation.

  • Design Direction

  • Rigging

  • Animation

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Big Bad

Big Bad / 2014

  • Art-a-day personal challenge - a monster.

 

 

I used ZBrush for sculpting.

I used 3ds Max for rigging, animation and texturing.

  • Design Direction

  • Modeling

  • Texturing

  • Rigging

  • Animation

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Robots

Robots / 2013

  • Art-a-week personal challenge - weaponized robots.

 

 

I used 3ds Max for modeling, rigging, and animation.

  • Design Direction

  • Modeling

  • Rigging

  • Animation

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Time Machine Giant

Time Machine Giant / 2013

  • Art-a-day personal challenge - a giant steampunk robot walker.

 

 

I used 3ds Max for modeling, rigging, and animation.

  • Design Direction

  • Modeling

  • Rigging

  • Animation

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Robot Shooter

Robot Shooter / 2012

  • Art-a-day personal challenge - a mech inspired by Front Mission games.

 

 

I used 3ds Max for modeling, rigging, and animation.

  • Design and Modeling

  • Rigging

  • Animation

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GAME MODS

SOME OF MY GAME MODS PROJECTS

InsTac, Insurgency / 2016

https://www.youtube.com/watch?v=_EUr6topM4U

Even more hardcore gameplay experience than vanilla Insurgency with great emphasis on teamplay and coordination.

 

I added new custom maps and redesigning maps for my custom game modes and objectives, added new custom weapons, added new mechanics and features, did rebalance and made new graphics for interface redesign.

I was regularly updating and supporting InsTac modded server based on player feedback for more than a year.

  • Redesign on some gameplay aspects and game modes

  • Scripting

  • Modeling

  • Texturing

  • Level Design

  • Working with Player Community.​

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Mechwarrior Living Legends, Crysis / Wandering Samurai Studios, Crytek (support) / 2011

https://www.wikiwand.com/en/MechWarrior:_Living_Legends

The project was the recipient of the ModDB 2009 Mod of the Year award and - due to rules preventing one mod from winning the same award twice - an Honorable Mention in 2010 and 2011.

 

My role was to make rigs and animations for mech models, as well as some vehicle modeling.

  • Modeling

  • Rigging

  • Animation

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Baneling Ruins, Starcraft 2 / 2010

Starcraft 2 custom map contest.

PvP arena.

You play as a bug that can teleport and explode in various shapes that you can find by destroying boxes that spawn around the arena. Arena also contains various devices like a speeder, jumper, teleportation devices and many more.

 

I designed the gameplay and made custom models, animations, effects and 2D graphics for the mod.

I was regularly updating the mod based on player feedback.

  • Gameplay Design

  • Modeling

  • Texturing

  • Rigging

  • Animation

  • Level Design

  • Working with Player Community.

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