Senior 3D Artist — Environment & Prop
İlker Nazcan
I build game-ready worlds — from archaeologically faithful reconstructions of ancient İzmir to stylized puzzle dioramas — modeled, textured and optimized to hold up in real time.
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01
Reference & blockout
Research, scale and silhouette first — greybox until the composition reads.
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02
High-poly
The sculpt and detail pass that defines every bake downstream.
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03
Retopo & UVs
Clean, deform-friendly topology and honest texel density.
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04
PBR texturing
Materials with history — wear, dust and weathering that tell time.
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05
Lookdev
Lighting and shading checks in Marmoset before anything ships.
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06
Engine integration
LODs, collision and optimization in Unreal — built to hold frame rate.
3D Artist — Animinium Studio
Modeled İzmir's historical and ancient structures and built immersive Unreal Engine environments for an interactive, VR-compatible exploration of the city's past — with a focus on archaeological accuracy, optimization and visual quality.
3D Artist — Naïve Studios
Created 3D models, textures and UI-supporting visual assets aligned with the game's art direction for Venice Bridge, a puzzle title shipped on iOS and Steam.
I'm a 3D artist from İzmir, now based in the Netherlands. My work runs from measured, historically grounded environment reconstruction to bright, stylized game worlds — and I care most about the things players never consciously notice: clean topology, consistent texel density, scenes that keep their frame rate. Away from the viewport I photograph aircraft, build scale models and chase guitar tones — habits that keep my eye trained on real surfaces, proportion and wear.
- Base
- The Netherlands · from İzmir, TR
- Focus
- Environments · Props · Texturing
- Languages
- Turkish · English · Dutch
- Status
- Open to full-time & freelance