I'm a multidisciplinary 3D artist with 3–5 years of production experience across CGI, VFX, game development, cinematic storytelling, and real-time pipelines. I specialize in look development, game-ready asset creation, and in-engine scene assembly, delivering stylized and photorealistic models, materials, and animations for indie games, film assets, and cinematic sequences. I'm proficient with Maya, Substance Painter, Houdini, and Unreal Engine 5, grounded in PBR workflows, optimized topology, and shader development. I excel at full-cycle asset production from concept through sculpting to final integration, while maintaining visual consistency and performance. I collaborate across disciplines, thrive in fast-paced environments, and am open to relocation or remote work.

Nikolaos Ladoukakis

I'm a multidisciplinary 3D artist with 3–5 years of production experience across CGI, VFX, game development, cinematic storytelling, and real-time pipelines. I specialize in look development, game-ready asset creation, and in-engine scene assembly, delivering stylized and photorealistic models, materials, and animations for indie games, film assets, and cinematic sequences. I'm proficient with Maya, Substance Painter, Houdini, and Unreal Engine 5, grounded in PBR workflows, optimized topology, and shader development. I excel at full-cycle asset production from concept through sculpting to final integration, while maintaining visual consistency and performance. I collaborate across disciplines, thrive in fast-paced environments, and am open to relocation or remote work.

Available to hire

I’m a multidisciplinary 3D artist with 3–5 years of production experience across CGI, VFX, game development, cinematic storytelling, and real-time pipelines. I specialize in look development, game-ready asset creation, and in-engine scene assembly, delivering stylized and photorealistic models, materials, and animations for indie games, film assets, and cinematic sequences.

I’m proficient with Maya, Substance Painter, Houdini, and Unreal Engine 5, grounded in PBR workflows, optimized topology, and shader development. I excel at full-cycle asset production from concept through sculpting to final integration, while maintaining visual consistency and performance. I collaborate across disciplines, thrive in fast-paced environments, and am open to relocation or remote work.

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Language

English
Fluent

Work Experience

Sales Consultant at Noel Leeming, Wellington
May 1, 2023 - October 3, 2025
Provided tailored technology consultations, managed stock levels and visual merchandising, handled customer feedback, and trained new staff to strengthen the team’s capability and customer satisfaction.
Technology Generalist at Warehouse Stationery, Wellington
May 1, 2023 - September 22, 2025
Delivered expert consultations across technology and print departments, supported in-store print services and document troubleshooting, maintained stock and merchandising, and cross-trained to support departmental operations.
Game Developer at Aero Games, Remote
October 1, 2023 - September 22, 2025
Contributed to designing and modeling optimized game assets for an indie title, created detailed 3D weaponry and mechanical props with clean topology and optimized UVs for real-time performance; completed full asset production cycle including sculpting, retopology, baking, and PBR texturing; collaborated with a remote team using version control and task-tracking tools.
Indie Game Developer (Freelance) at Self-Employed / Remote
September 1, 2024 - Present
Remote collaboration on an indie game project as a 3D artist; modeled environments, props, and characters; produced game-ready animations including weapon reload sequences; optimized assets for real-time performance and maintained visual quality under tight deadlines.
Retail assistant at 2degrees
October 3, 2025 - Present

Education

Diploma in Marketing/Graphic design at Yoobee Wellington
January 1, 2024 - November 22, 2024
Diploma in Advanced 3D Production at Yoobee Wellington
April 15, 2020 - April 14, 2021
Diploma in Animation at Yoobee Wellington
April 17, 2019 - April 15, 2020
Diploma in Animation/Film at Yoobee Wellington
January 1, 2017 - November 15, 2017

Qualifications

Add your qualifications or awards here.

Industry Experience

Gaming, Media & Entertainment, Software & Internet, Education, Retail
    uniE621 Personal Fan Art - Star Wars
    A 23.8K tri, game-ready recreation of the iconic DH-17 blaster from Star Wars. Built as a personal project using Maya and Substance Painter, and rendered in Arnold, this asset balances screen accuracy with real-time performance. More Info: https://www.twine.net/signin Software: Maya Photoshop 3d gameart
    uniE621 Personal Fan Art - THE FINALS
    Fan art inspired by The Finals. I modeled the cash box and coins as 3D props, aiming for a level of detail suitable for both film and game use. This was a personal project to explore the style and feel of the game. Everything was created from scratch based on in-game references, and I built the materials using shader edits in Maya — no texture painting software involved. More Info: https://www.twine.net/signin Software: Maya Photoshop 3d designer
    uniE621 FN Minimi – Game Asset for The Wall
    Created as part of Aero Games’ indie FPS project The Wall, this 37K tri FN Minimi light machine gun was built for real-time use. Designed with clean topology, PBR texturing, and animation-ready geometry, the asset reflects a full game development workflow within a remote team setting. More Info: https://www.twine.net/signin Software: Maya Photoshop
    uniE621 MAGX2 – Game Asset for The Wall
    A futuristic crossbow designed for the FPS The Wall by indie team Aero Games. Built from concept to final model, the MAGX2 features dual firing modes and sci-fi detailing, with optimized topology and animation-ready design for real-time use. More Info: https://www.twine.net/signin Software: Maya Photoshop 3d gameart