Ana Karadinović
I’m a passionate 3D artist and environment designer with a strong background in furniture engineering, and I love building production-ready environments that feel architectural, organic, and cohesive.
About
I’m a passionate 3D artist and environment designer with a strong background in furniture engineering, and I love building production-ready environments that feel architectural, organic, and cohesive. I focus on modular workflows, efficient asset creation, and clean design principles—balancing traditional 3D production with emerging AI-assisted tools to explore visuals faster and more creatively.
Through my experience across game and interactive projects, I’ve created everything from large-scale environment systems and seamless modular assets to game-ready low-, mid-, and high-poly models, custom PBR materials, and tilable textures. I enjoy collaborating with teams to stay aligned on overall direction, developing style guides and production documentation, and delivering assets that are optimized for real-time use and consistent visual identity.
- 2 years' experience
- Joined October 2026
Skills· 18
Languages
- SerbianFluent
- EnglishAdvanced
- CzechAdvanced
- Spanish; CastilianBeginner
Industry experience
- Gaming
- Media & Entertainment
- Education
- Software & Internet
- Computers & Electronics
- Professional Services
- Other
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Work experience· 8 roles
3D modeling of drones and modular weapon systems. Created large stylized mushroom assets for the game environment and optimized assets for real-time use. Collaborated with team members to stay aligned with overall game development goals.
3D modeling of drones and modular weapon systems, plus large stylized mushroom asset creation for the game environment. Optimized assets for real-time use, collaborating with team members to stay aligned with overall game development goals.
Creation of modular architectural environments, large-scale structures, and interconnected environment systems. Developed organic modular assets for seamless environment assembly. Created standalone environment assets including modeling, UV mapping, baking, and texturing. Produced low-, mid-, and high-poly game-ready assets, built custom PBR materials, and created triplanar tileable textures. Contributed to the visual identity of original game worlds through concept exploration, architectural studies, and material research. Supported AI-assisted concept generation using prompt engineering and image creation workflows, and helped define architectural design principles, visual style guides, and production standards. Created and maintained art manuals, style guides, and production documentation, and researched and integrated AI tools into creative and production workflows.
Education
Certifications and awards· 14
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