I'm Steve Hawirko, a hard surface artist specializing in vehicles and weapons. I bring real-world manufacturing, mechanics and fabrication knowledge to game-ready assets and high-fidelity visuals. My experience spans commercial game production, manufacturing, and high-end jewellery design, delivering highly detailed, believable results across real-time engines and non-real-time pipelines. In team settings I have led and collaborated with outsource partners, directing art, tuning materials, rigging suspensions, and polishing final assets before release. Notably, I worked on the Forza Car Team, contributing real-world car knowledge, historic accuracy, and bug fixing, while also tackling R&D modelling for Feld Motorsports and Project Motor Racing.

Steve Hawirko

I'm Steve Hawirko, a hard surface artist specializing in vehicles and weapons. I bring real-world manufacturing, mechanics and fabrication knowledge to game-ready assets and high-fidelity visuals. My experience spans commercial game production, manufacturing, and high-end jewellery design, delivering highly detailed, believable results across real-time engines and non-real-time pipelines. In team settings I have led and collaborated with outsource partners, directing art, tuning materials, rigging suspensions, and polishing final assets before release. Notably, I worked on the Forza Car Team, contributing real-world car knowledge, historic accuracy, and bug fixing, while also tackling R&D modelling for Feld Motorsports and Project Motor Racing.

Available to hire

I’m Steve Hawirko, a hard surface artist specializing in vehicles and weapons. I bring real-world manufacturing, mechanics and fabrication knowledge to game-ready assets and high-fidelity visuals. My experience spans commercial game production, manufacturing, and high-end jewellery design, delivering highly detailed, believable results across real-time engines and non-real-time pipelines.

In team settings I have led and collaborated with outsource partners, directing art, tuning materials, rigging suspensions, and polishing final assets before release. Notably, I worked on the Forza Car Team, contributing real-world car knowledge, historic accuracy, and bug fixing, while also tackling R&D modelling for Feld Motorsports and Project Motor Racing.

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Language

English
Fluent

Work Experience

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Education

Diploma in Computer Animation, Visual Effects & Game Design at Think Tank Training Centre Ltd
January 11, 2030 - January 1, 2016

Qualifications

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Industry Experience

Gaming, Media & Entertainment, Software & Internet, Manufacturing, Professional Services