Hi! I am Polina Bubennikova, a 2D/3D concept artist and illustrator. I am passionate about games where story and characters are the focus, and I love crafting distinctive visual styles that draw players into new worlds.
Based in Minsk, Belarus and ready to relocate, I enjoy collaborating on challenging projects and turning imaginative ideas into visually compelling environments, characters, and assets.
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For my graduation project, I did a concept design for a computer game in the adventure quest genre. To create the world, I got inspired by Scandinavian myths and legends to make the game space as deep and intense as possible. The plot centers on the lighthouse keeper, the main character. During one of the rough nights, a storm throws a huge boulder that knocks down the protective runes on the lighthouse. Taking advantage of the moment, mythical creatures were able to sneak inside and steal the rune stone that activated the mechanism and provided light. Now the main character must go on a long journey in search of the stone to return it and restart the lighthouse s light.
To create the concept for a computer game, I developed the visual environment (locations, splash art for characters and bosses, weapons), created a 3D model and final render of the lighthouse, drew the game icon, and created examples of riddles and puzzles.
- Creating 3D models of various objects and environments
- Drawing or designing environment models
- Researching and working with references
- Establishing lighting and angles for 3D models
- Selecting color palettes
- Drawing thumbnails and line art
- Final rendering of images in Adobe Photoshop
You can watch my works here:
https://www.twine.net/signin
https://www.twine.net/signin
https://www.twine.net/signin
https://www.twine.net/signin
I completed a course in environment concept art with my responsibilities being:
Adobe Photoshop, KeyShot, 3DCoat, PureRef
Visual Ideas Optimization: I have analyzed visual concepts from
the CEO and proposed improvements that enhanced game
performance during development, laying the foundation for the
visual design strategy.Game Location Development: I created complex game location
from scratch, integrating various interactive elements like a
circular saw that requires sharpening and the ability to replace
damaged tools. This approach ensured an intuitive interface,
ultimately increasing user satisfaction.Integration of 2D and 3D Graphics: I combined 2D and 3D
elements to enhance depth perception and perspective within the
game, adding visual complexity and realism to positively affect
player engagement.
At Starlink we develop an indie horror simulator, where players
take on the role of a meat processing factory worker, allowing the
character to gradually lose their sanity with each passing hour,
due to increasingly vivid hallucinations.
My main responsibilities are:
Adobe Photoshop, Figma, Adobe After Effects, Adobe Animate,
KeyShot, 3DCoat, PureRef
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