I’m a self-taught Senior 3D Artist with 7+ years of game-industry experience, specializing in game-ready hard-surface and organic modeling, retopology, and topology cleanup for Unreal Engine 5 and Unity. I focus on producing high-quality weapons, attachments, environments, props, and vehicles with strong attention to performance and next-gen real-time rendering requirements (including Nanite workflows). I also enjoy collaborating closely with designers and developers to keep visual style and technical specs aligned. Beyond modeling, I cover the full asset pipeline: UV unwrapping and mapping, PBR texturing, shading, and baking maps, plus in-engine implementation in UE5 and Unity. I’ve worked remotely across the US and UAE, helping art teams streamline production and deliver optimized assets that meet both visual standards and performance targets.

Mustafa Shukri

I’m a self-taught Senior 3D Artist with 7+ years of game-industry experience, specializing in game-ready hard-surface and organic modeling, retopology, and topology cleanup for Unreal Engine 5 and Unity. I focus on producing high-quality weapons, attachments, environments, props, and vehicles with strong attention to performance and next-gen real-time rendering requirements (including Nanite workflows). I also enjoy collaborating closely with designers and developers to keep visual style and technical specs aligned. Beyond modeling, I cover the full asset pipeline: UV unwrapping and mapping, PBR texturing, shading, and baking maps, plus in-engine implementation in UE5 and Unity. I’ve worked remotely across the US and UAE, helping art teams streamline production and deliver optimized assets that meet both visual standards and performance targets.

Available to hire

I’m a self-taught Senior 3D Artist with 7+ years of game-industry experience, specializing in game-ready hard-surface and organic modeling, retopology, and topology cleanup for Unreal Engine 5 and Unity. I focus on producing high-quality weapons, attachments, environments, props, and vehicles with strong attention to performance and next-gen real-time rendering requirements (including Nanite workflows). I also enjoy collaborating closely with designers and developers to keep visual style and technical specs aligned.

Beyond modeling, I cover the full asset pipeline: UV unwrapping and mapping, PBR texturing, shading, and baking maps, plus in-engine implementation in UE5 and Unity. I’ve worked remotely across the US and UAE, helping art teams streamline production and deliver optimized assets that meet both visual standards and performance targets.

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Experience Level

Expert
Expert
Expert
Expert
Expert
Intermediate
Intermediate
Intermediate
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Language

English
Advanced
Arabic
Fluent

Work Experience

Weapons 3D Artist at SEISMIC SQUIRREL
September 1, 2024 - Present
Designed and optimized high-quality weapons and attachments for an Unreal Engine 5 video game, following Nanite requirements and next-gen real-time rendering standards. Ensured assets met visual and technical consistency expectations by collaborating with game developers and maintaining production alignment across the art pipeline.
Senior 3D Artist at Farcana
August 1, 2023 - August 31, 2024
Created game-ready hard-surface assets optimized for real-time rendering. Worked closely with designers to maintain a consistent art style and meet technical requirements for the project.
Senior 3D Artist at Aether and Iron
February 1, 2022 - August 31, 2023
Worked on high-quality game-ready models for production, ensuring assets met industry standards and ran effectively in real-time contexts. Collaborated with the art team to streamline work production while delivering optimized assets with strong attention to quality.
Freelance 3D Artist
January 1, 2021 - January 31, 2022
Delivered freelance 3D projects for multiple clients, with work spanning weapons, vehicles, and props. Ensured all assets met client specifications and supported additional creative deliverables such as advertising and media content.
3D Hard Surface Environment Artist / 3D Hard Surface Artist at Cardano / CGHERO
November 1, 2019 - May 31, 2021
Developed immersive 3D content and hard-surface work with an emphasis on production readiness and quality. Contributed to maintaining consistency within the art direction while supporting efficient creation workflows.
3D Artist at Media Production
November 1, 2018 - November 30, 2019
Created realistic CG assets for advertising and media production, including rendering and compositing work. Focused on meeting client requirements and producing polished deliverables.

Education

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Qualifications

Bachelor's Degree in Computer Engineering
January 11, 2030 - August 29, 2026

Industry Experience

Gaming, Media & Entertainment, Professional Services