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In this project, I developed a real-time machine simulation for a machinery manufacturer, allowing users to observe the machine's operation interactively on mobile devices.
To ensure mobile compatibility and high performance, I created the project using Unity’s Universal Render Pipeline (URP). I modeled the machine from scratch based on technical drawings and STL files, and I baked the scene lighting myself. Modeling, lighting, and texturing were done by me, while UI and particle effects were not part of my responsibilities. For optimization, I used alpha maps for the grid details on the machine's surface.
Mechanix
We developed a Unity-based program to help a recycling company plan their facilities. Throughout the project, we worked as both 3D Artists and Game Developers, and we managed the entire process. Understanding the client's needs and planning the work was also our responsibility. We re-modeled over 60 machines from STL files into game-ready assets. For some machines, we performed retopology to optimize them for the game engine. Additionally, we designed a modular conveyor system based on the client's requirements and modeled it in Lego-like blocks to fit the required scenarios. Optimization was crucial in this project, as the program was designed to set up a facility within a scene. As a result, model quality also had to be optimized. My role in the project has been completed, though the development part is still ongoing.
Industrial Project
Game Project
Space Jam
Streamer Clicker
In the web-based game Streamer Clicker, I created all 3D models, characters, environment, and visual assets. To achieve optimal performance for web, I developed high-poly scenes in Blender, rendered them, and then replicated the scene setups in Unity, using characters and interactive props in 3D. This approach allowed us to reach a high level of optimization through a strategic blend of 3D and 2D elements.
I handled all 3D modeling, environment design, and prop work. I created custom shaders for effects like the engine flames and glass of space vehicles and designed the skybox in Blender, rendered it, and transferred it to Unity. This project was developed as a portfolio piece with a friend.










Game Asset
Sci-fi Weapon
I created a sci-fi weapon asset based on an existing concept. The weapon was modeled as a game-ready asset, and I developed a reflex sight system that allows users to easily customize the crosshair's color, size, and position. I used Substance Painter, Blender, Unity, and Photoshop during the development process. The shader works in both Unity URP and HDRP.
Game Ready Invincible
Hammer
3D Print Model


Strange Guy
Stylized Mask
Lobo
Oni Charm
