I’m Saar Partush, a Fine Arts graduate with a hands-on approach to painting, 3D, VR/AR, and game design. I love turning ideas into visually rich experiences, whether it’s a quiet illustration, a dynamic VR scene, or a responsive UX/UI prototype.
Over the years I’ve collaborated on VR projects like The Embodiment of Land, The Last Bee, and Dust of War, taking on roles from Art Director to CAO. I blend art direction with technical know-how in Maya, Blender, Unity, and related tools, always aiming to tell meaningful stories through technology.
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Project Overview
Dust of War is a high-fidelity military startup project at the intersection of gaming and defense technology. Built in Unreal Engine 5, the project serves as a cutting-edge 3D combat training simulation designed to replicate tactical warfare with extreme realism.
The system provides a safe yet immersive environment for personnel to practice complex tactical maneuvers and decision-making in high-pressure scenarios.
Technical Scope
Engine: Unreal Engine 5 (leveraging Nanite and Lumen for hyper-realistic environments).
Team: Developed by a multidisciplinary team of 18 professionals.
Core Focus: Tactical simulation, environmental realism, and complex combat mechanics.
My Role: Chief Art Officer (CAO)
As the CAO, I led the creative and aesthetic direction of the entire project, ensuring that the visual and auditory experience met the rigorous standards required for professional military simulation.
Key Responsibilities:
Art Direction & Management: Oversaw the entire art department, establishing the visual pipeline from concept to final 3D implementation.
Design Leadership: Directed the UI/UX and environment design to ensure functional realism and intuitive interaction.
Sound Direction: Managed the audio production to create an immersive, spatialized soundscape critical for situational awareness in combat.
Team Coordination: Synchronized efforts between the art, sound, and technical teams within a large-scale (18-person) development environment.
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