Email: peter.gubin@live.com
LINKEDIN
Hello! I am an environment artist with passion for games, making professional environments as well as personal game projects and environments.
I have a professional programming background and tech art experience. I wrote art tools for AAA projects and for Blender community.
PROFESSIONAL PROJECTS
As a part of art team I worked on a Streets of Tarkov level - a level with large amount of buildings with interiors, squares, estate complexes, grocery stores, etc.
My responsibility was creating environment art (modelling, texturing, lighting, etc) for Archon station - enormous mining facility inside the Coil. I designed certain parts of the station and optimized art for Archon and Aciedo stations. I created and managed modular kit for Archon engineering set in close collaboration with the team and art director.
I was responsible for creating parts of the maps, assets and materials for Call of Duty: Modern Warfare (2019) using inhouse tools like Radiant level editor and other engine tools for authoring content using traditional and modern workflows like photogrammetry, procedural texturing, tiling materials, custom vertex normals and more.
I also was responsible for creating tools for Blender using python and working with C/C++ engine libraries.
PERSONAL ENVIRONMENTS
This environment was made during an April 2022 as a practice of skills I learned during several years working as a environment and hard surface artist. I used several techniques such as parallax occlusion mapping for decals and trims and custom vertex normals with vertex color blending for hard surfaces.
This a small environment I finished
during a local challenge with friends that lasted 2 weeks mostly during weekends. The goal was to create a realtime environment in a randomly selected setting. This was my first try at cryengine, I really like it!
This is a map for Unreal Tournament 4.
It features trap room in the center of the map and zero grav pools.
The goal of this project was to make fun and cool looking map with 100% custom art within 100 mb file size.
This scene is made for polycount's Monthly Noob Challenge 36 (january 2016). This is my first polycount challenge. I glad that I finished it in time and managed to get a decent results. Workflow for this scene was usual - blockout, asset modelling, texturing and lighting in engine.
It's rendered in UE4. Below is the concept used as a reference:
TOOLS
Having strong programming background I’ve been involved in inhouse tools development and also produced several tools for Blender and other software listed below:
Ekspørteur is a tool for game developers who need a way to manage assets and LODs in one scene and export them efficiently.
It keeps track and organize exports by grouping scene objects in Assets and their LODs.
Ossim is a simulation baking tool. It allows you to generate an armature and skinned geometry based on physics simulation to use in game engines and realtime applications such as Unreal Engine 4 or Unity3d and many others.
I was a part of 3D environment artists team, my responsibilities were:
- Creating hardsurface and organic assets using advanced techniques including custom vertex normals, mesh decals and tileable materials
- Material authoring in ZBrush/Substance Designer
- In-engine setup of complex shaders with various base material blends