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.
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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.
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