Kyriakos Ntatidis
I’m a Level Designer and 3D Environment Artist with 9 years of professional experience creating PC and console environments, from early blockouts to final in-engine quality.
About
I’m a Level Designer and 3D Environment Artist with 9 years of professional experience creating PC and console environments, from early blockouts to final in-engine quality. I’m especially focused on environment and level art, strong material/shader work, UVs and texturing, and optimizing assets and scenes to meet both visual targets and technical constraints.
- 6 years' experience
- Joined October 2026
Skills· 13
Languages
- EnglishFluent
- Greek, ModernFluent
- RussianAdvanced
- TurkishBeginner
Industry experience
- Gaming
- Media & Entertainment
- Software & Internet
Work experience· 6 roles
Helped establish the art pipeline for Deceit 2 and MVX. Created environment tile sets from blockout to game-ready quality and produced a large number of industry-standard props (hard surface and organic). Collaborated closely with the Creative Director and Game Designers to satisfy both aesthetic and technical requirements, and contributed to lighting and post-processing. Worked on procedural tool development (PCG/Houdini HDAs) and final implementation in Unreal Engine 5 for roads, pavements, buildings, and foliage.
Worked with the Creative Director, Lead Level Artist, and Game Designers to build and deliver environments that met both artistic and technical needs. Created parts of the Corepunk world, including biomes, buildings, and fighting arenas. Produced many assets and prefabs to efficiently set dress a large world map under tight deadlines, maintaining a high level of perfectionism.
Contributed to multiple game collaborations, supporting preproduction prototyping and production. For Crytek: prototyped and produced parts of two maps at preproduction stage, created gameplay props, and helped build landmark areas (blockout to polished state) with environment/level design teams. For Wargaming: assisted in establishing a W40K prototype level, translating Warhammer plastics into real-scale props/vehicles, contributing to art pipeline direction, and producing kits/props used as examples in the project art bible.
Education
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