I’m a Junior 3D Artist and UI Designer focused on real-time game development, gameplay-oriented UI systems, and Unity HDRP workflows. I specialize in creating game-ready assets, gameplay HUDs, and integrated real-time environments with a balance between visual quality and technical implementation. My experience includes modeling, texturing, lighting, optimization, and Unity integration for gameplay-focused projects. I have worked on custom HUD systems featuring health and stamina displays, compass navigation, inventory layouts, quest tracking, and gameplay menus while also developing environment assets and real-time scenes for Unity. My workflow combines artistic design with technical problem-solving, including prefab organization, material management, post-processing, animation integration, and gameplay system implementation. What differentiates me is my ability to work across both art and implementation pipelines. Alongside UI and asset creation, I understand gameplay-oriented production workflows and real-time engine integration, allowing me to design systems that are both visually functional and technically practical for game development. Employment and project experience 3D Artist Intern Karma Play Limited August 2025 - March 2026 Modeled hard-surface props and modular environment assets using high-to-low workflows including retopology, UV unwrapping, normal map baking, and PBR texturing for real-time production pipelines. Integrated optimized assets into Unity while maintaining texel density, scale consistency, and real-time performance standards. Indie Developer / UI Designer Personal Project February 2026 - Present Designed and implemented gameplay-focused HUD systems in Unity HDRP including health systems, stamina bars, compass navigation, pause menus, inventory interfaces, and gameplay UI layouts. Developed gameplay systems using Animator Blend Trees, Playmaker FSM logic, NavMesh AI behaviors, and real-time scene integration workflows.

Hari Banjade

I’m a Junior 3D Artist and UI Designer focused on real-time game development, gameplay-oriented UI systems, and Unity HDRP workflows. I specialize in creating game-ready assets, gameplay HUDs, and integrated real-time environments with a balance between visual quality and technical implementation. My experience includes modeling, texturing, lighting, optimization, and Unity integration for gameplay-focused projects. I have worked on custom HUD systems featuring health and stamina displays, compass navigation, inventory layouts, quest tracking, and gameplay menus while also developing environment assets and real-time scenes for Unity. My workflow combines artistic design with technical problem-solving, including prefab organization, material management, post-processing, animation integration, and gameplay system implementation. What differentiates me is my ability to work across both art and implementation pipelines. Alongside UI and asset creation, I understand gameplay-oriented production workflows and real-time engine integration, allowing me to design systems that are both visually functional and technically practical for game development. Employment and project experience 3D Artist Intern Karma Play Limited August 2025 - March 2026 Modeled hard-surface props and modular environment assets using high-to-low workflows including retopology, UV unwrapping, normal map baking, and PBR texturing for real-time production pipelines. Integrated optimized assets into Unity while maintaining texel density, scale consistency, and real-time performance standards. Indie Developer / UI Designer Personal Project February 2026 - Present Designed and implemented gameplay-focused HUD systems in Unity HDRP including health systems, stamina bars, compass navigation, pause menus, inventory interfaces, and gameplay UI layouts. Developed gameplay systems using Animator Blend Trees, Playmaker FSM logic, NavMesh AI behaviors, and real-time scene integration workflows.

Available to hire

I’m a Junior 3D Artist and UI Designer focused on real-time game development, gameplay-oriented UI systems, and Unity HDRP workflows. I specialize in creating game-ready assets, gameplay HUDs, and integrated real-time environments with a balance between visual quality and technical implementation. My experience includes modeling, texturing, lighting, optimization, and Unity integration for gameplay-focused projects.
I have worked on custom HUD systems featuring health and stamina displays, compass navigation, inventory layouts, quest tracking, and gameplay menus while also developing environment assets and real-time scenes for Unity. My workflow combines artistic design with technical problem-solving, including prefab organization, material management, post-processing, animation integration, and gameplay system implementation.
What differentiates me is my ability to work across both art and implementation pipelines. Alongside UI and asset creation, I understand gameplay-oriented production workflows and real-time engine integration, allowing me to design systems that are both visually functional and technically practical for game development.

Employment and project experience
3D Artist Intern Karma Play Limited
August 2025 - March 2026
Modeled hard-surface props and modular environment assets using high-to-low workflows including retopology, UV unwrapping, normal map baking, and PBR texturing for real-time production pipelines. Integrated optimized assets into Unity while maintaining texel density, scale consistency, and real-time performance standards.
Indie Developer / UI Designer Personal Project
February 2026 - Present
Designed and implemented gameplay-focused HUD systems in Unity HDRP including health systems, stamina bars, compass navigation, pause menus, inventory interfaces, and gameplay UI layouts. Developed gameplay systems using Animator Blend Trees, Playmaker FSM logic, NavMesh AI behaviors, and real-time scene integration workflows.

See more

Experience Level

Expert
Expert
Expert
Intermediate
Intermediate
Beginner

Language

English
Fluent

Work Experience

3D Artist Intern at Karma Play Limited
August 1, 2025 - March 1, 2026
Modelled hard-surface props and modular environment assets using a high-to-low workflow, including sculpting, retopology, UV unwrapping, normal map baking, and PBR texturing. Contributed to real-time environments and asset pipelines with a focus on performance and visual quality.
Indie Developer at Indie Developer
February 1, 2026 - Present
Designed and implemented a full in-game HUD including silhouette-based health display, armor bar, ability slots, weapon inventory, compass, and quest tracker in Unity HDRP. Built a NavMesh-based enemy AI system with zone-based chase, pre-path, and attack states, slot-angle crowd positioning, and dynamic pathfinding across multiple behavioral tiers. Authored Animator Blend Trees and animation events, and implemented PlayMaker (FSM) logic for state-driven character locomotion and combat behavior.
Indie Developer at Independent Project
February 1, 2026 - Present
Designed and implemented a full gameplay HUD in Unity HDRP featuring silhouette-based health systems, armor display, ability slots, weapon inventory, compass navigation, and quest tracking systems. Developed NavMesh-based enemy AI with zone-driven chase, preparation, and attack states, including slot-angle crowd positioning and dynamic pathfinding across multiple behavior tiers. Implemented Animator Blend Trees, animation events, and Playmaker FSM systems for state-driven locomotion, combat behavior, and gameplay interaction workflows.

Education

Animation at Arena Animation
March 1, 2018 - June 1, 2022
at Arena Animation
March 1, 2018 - June 1, 2022

Qualifications

Add your qualifications or awards here.

Industry Experience

Gaming, Media & Entertainment
    paper UI Designer

    Designed and implemented a gameplay-focused HUD and menu system in Unity HDRP featuring custom health and stamina displays, compass navigation, pause menu systems, and gameplay-oriented UI layouts.
    Created multiple stylized interface elements including vertical and circular health indicators, brush-textured status bars, directional compass systems, and layered HUD compositions for third-person gameplay presentation.
    Implemented UI systems using Unity UI, TextMeshPro, image masking, fill-based health systems, prefab organization, and gameplay-driven interface logic. The project focused on readability, visual hierarchy, responsive screen layout, and integration within a real-time gameplay environment.