Grigor Avetisyan
Hi, I’m Grig Avetisyan, a 3D Environment and Prop Artist focused on creating optimized, game-ready and VR-ready assets for real-time engines like Unity and Unreal Engine.
About
Hi, I’m Grig Avetisyan, a 3D Environment and Prop Artist focused on creating optimized, game-ready and VR-ready assets for real-time engines like Unity and Unreal Engine. I build hard-surface and organic models, set up materials (often using PBR workflows), and prepare assets with practical production considerations such as lighting, colliders, and performance-friendly poly counts.
I enjoy working across the full asset pipeline—from sculpting and texturing in tools like Blender, Substance 3D Painter, ZBrush, and Marmoset Toolbag to engine integration for WebGL and VR projects. I also bring rigging, animation, and technical support skills (Unity/Unreal integration and some scripting) and have experience creating realistic characters using tools such as MetaHuman in Unreal Engine.
- 6 years' experience
- Joined September 2026
Skills· 10
Languages
- ArmenianFluent
- EnglishAdvanced
- RussianAdvanced
Industry experience
- Gaming
- Media & Entertainment
- Computers & Electronics
- Software & Internet
Work experience· 5 roles
Owned full production and engine integration of real-world environments for a WebGL metaverse project. Modeled environments and built materials from scratch, then integrated them into Unity with colliders, materials, and lighting. Created realistic human characters for a virtual live-casino project using MetaHuman in Unreal Engine, matching facial characters to reference and editing skin textures in Substance 3D Painter.
Owned full production of 3D assets for a mobile game, primarily props and environment pieces. Created organic assets including animals, prepared them for Unity integration, and handled rigging and animation work so assets could be used in-engine. Focused on production-ready deliverables for ongoing game development.
Modeled and textured highly optimized hard-surface assets for VR applications on Meta Quest. Produced hero props, modular props, and materials using Blender, Substance 3D Painter, and Marmoset Toolbag, with an emphasis on optimizing polygon counts and texture performance as part of a production team.
Education
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