2-paragraph first-person bio, friendly tone

Samuel Gebrehana

2-paragraph first-person bio, friendly tone

Available to hire

2-paragraph first-person bio, friendly tone

Language

English
Fluent
Amharic
Fluent

Work Experience

Freelance 3D Artist at International Clients (Remote)
January 1, 2022 - Present
Delivered characters and props optimized for Unity/Unreal game engines. Modeled and textured stylized and realistic assets for indie game projects. Partnered with a German game company on character and environment asset development. Consistently met deadlines while maintaining high-quality standards across projects.
3D Artist at Tomoca Coffee (Ad Campaign)
January 1, 2022 - Present
Produced full 3D animation for product storytelling. Campaign generated over 10k views and positive client impact.
Forest Guardian (Short Film Asset) at Forest Guardian
January 1, 2024 - September 30, 2025
Designed and sculpted a fantastical creature with detailed anatomy and semi-realistic textures. Optimized for cinematic rendering with PBR workflows.

Education

Bachelor of Science (B.S.) at Addis Ababa Science and Technology University
January 1, 2020 - January 1, 2024

Qualifications

Add your qualifications or awards here.

Industry Experience

Media & Entertainment, Gaming, Software & Internet, Professional Services, Education
    uniE621 Kiwi creature
    I worked on this project based on an amazing concept by Kyoung Hwan. My main goal was to bring the design into 3D while keeping it faithful to the concept and pushing it toward a level that could fit games or cinematic productions. The process covered everything from sculpting and retopology, to texturing, grooming, and finally rendering with a strong focus on mood and storytelling.
    paper Forest Guardian | Optimized for real-time engines
    This is a stylized real-time character inspired by forest guardians and tribal-fantasy worlds. My intention was to craft a hero character that embodies strength, elegance, and mystery, grounded in believable anatomy while allowing for expressive stylization. I handled the full pipeline: from sculpting (Using a base mesh for the body) and retopology to UV mapping, texturing (PBR workflow), posing, and real-time rendering.