Diana Pereira
I’m a game and narrative artist who builds worlds from the inside out—combining 3D art, narrative design, and technical implementation so the work plays as naturally as it looks.
About
I’m a game and narrative artist who builds worlds from the inside out—combining 3D art, narrative design, and technical implementation so the work plays as naturally as it looks. Since starting out in interior design, illustration, and writing, I’ve learned how useful every skill is when it all comes together: characters, environments, and story systems that feel coherent and alive.
I’ve contributed to shipped titles and collaborations across studios, from environment and prop creation to UV mapping, retopology, LODs, and in-engine asset integration. I’m also involved in education-focused content and tool development, and I enjoy refining pipelines end-to-end—so assets load fast, look great, and stay consistent through production.
- 11 years' experience
- Joined September 2026
Skills· 14
Languages
- PortugueseFluent
- EnglishAdvanced
- LithuanianBeginner
Industry experience
- Gaming
- Media & Entertainment
- Education
- Retail
- Professional Services
Work experience· 15 roles
Modeled modular props, background assets, and modular scenes following established house style; textured assets with Supercell color-slot trim sheets; integrated assets into the proprietary engine; coordinated with the lead artist through the review and asset pipeline. Worked on asset grooming, clean up, and handoff for compliance and in-engine usage.
Modeled props, background assets, and modular scenes in an established house style, textured with Supercell color-slot trim sheets, and integrated via May into the proprietary engine. Also delivered clean topology/UVs for specific character/prop needs, and provided modular scene production for consistent in-engine presentation.
Worked on multiple shipped and in-production game titles, focusing on 3D asset production and integration. Contributions included environment and modular set work, vegetation/structure/terrain scattering, and asset pipeline integration in Unity; also supported UV mapping, retopology, LODs, and shader-graph/surface consistency. Worked through review pipelines with lead artists and implemented assets into proprietary workflows while ensuring performance and readability for mobile use cases.
Education· 6
Certifications and awards
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