Hi!
My name is Sofiane Saez. I initially spent two years studying full-stack web development, visual communication, and video production, before specializing in real-time 3D modeling and development (Unity and Unreal Engine).
I began my career spending a year at KTO TV, where I was responsible for creating virtual sets using Ross Voyager (a custom version of Unreal Engine tailored for virtual broadcasting).
After that, I spent four years as an Art Director at Volumetric Studio. As the studio specializes in the construction industry, I created various VR applications in Unreal Engine, including serious games designed to explain complex topics.
I am an expert in 3D modeling, texturing, shading (technical art), and developing in Unreal Engine. I regularly produced artworks, concept art, storyboards, and UI/website mockups to help both clients and our internal team visualize the final product.
Part of my role also involved training our team of 3D artists in Blender and sharing techniques to improve their skills. I established project-specific workflows, defining how 3D models should be produced in Blender and standardizing the pipeline for importing and shading those assets in Unreal.
As an Art Director, I am highly proficient in skinning, rigging, and keyframe animation. I frequently handled character design and managed the entire creative process, from initial sketches to full implementation in Unreal.
During those four years, I also took on full-stack programming projects. I developed websites—initially for our own studio, and later for clients. This included creating an internal tool for sales teams (featuring a secure login and account system) and more complex 3D websites using Three.js for specific training purposes.
Naturally, I also have extensive experience with video editing, and the Adobe Creative Suite is a staple of my daily workflow.
On a more personal note, I love drawing, world-building, and creating 2D/3D art. This passion led me to spend several months developing Machicoulis JCC, a trading card game that is now commercially published. I am eager to keep this creative spirit alive by contributing to new and exciting projects.
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Architectural project based on floor plans.
Extracted the 3D model from a SketchUp file, then reworked it in Blender to refine the modeling. Imported into Unreal Engine 5.7 for rendering (environment creation 🏔️, material creation 🖼️, post-processing ✨, filmed with a virtual camera 🎥).
A light, a shadow, a detail… but mostly imperfections.
That was the mindset behind this demo: a true quest for photorealism.
To achieve this cinematic feel, I focused on:
• Virtual Camera (Vcam) via iPad for organic movement
• Blown-out highlights for realism
• Lens distortion & chromatic aberration
• Anamorphic lens characteristics
• Edge softness and detailing
• Advanced Post-process (Film grain / LUT / Local exposure)
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