Hi, I’m Alina Zablotska, a 3D Environment Artist based in Vancouver. I have 5+ years of experience in game development, turning reference concepts into high-quality assets and delivering them through to final in-engine integration. I specialize in creating props, architectural and organic assets for Unreal Engine 4/5, and I have experience in technical character animation for cinematic projects. I’m proficient at balancing 3D aesthetics with in-game performance, with a solid grasp of lighting, optimization, and scene assembly.

Alina Zablotska

Hi, I’m Alina Zablotska, a 3D Environment Artist based in Vancouver. I have 5+ years of experience in game development, turning reference concepts into high-quality assets and delivering them through to final in-engine integration. I specialize in creating props, architectural and organic assets for Unreal Engine 4/5, and I have experience in technical character animation for cinematic projects. I’m proficient at balancing 3D aesthetics with in-game performance, with a solid grasp of lighting, optimization, and scene assembly.

Available to hire

Hi, I’m Alina Zablotska, a 3D Environment Artist based in Vancouver. I have 5+ years of experience in game development, turning reference concepts into high-quality assets and delivering them through to final in-engine integration.

I specialize in creating props, architectural and organic assets for Unreal Engine 4/5, and I have experience in technical character animation for cinematic projects. I’m proficient at balancing 3D aesthetics with in-game performance, with a solid grasp of lighting, optimization, and scene assembly.

See more

Language

English
Fluent

Work Experience

3D Technical Visualization Artist at DEOS Controls
January 1, 2025 - Present
Created industrial 3D graphics for DDC and building automation interfaces; modeled HVAC systems, boilers, tanks, valves, and mechanical components based on technical references; produced cutaway visualizations and animated system states; prepared optimized assets for high-resolution interface display; collaborated with engineering to adjust graphics according to technical requirements.
3D Environment Artist at Roarty Digital Inc.
November 1, 2025 - February 1, 2026
Contributed to Archetype Entertainment’s upcoming AAA title EXODUS; created and optimized Nanite-ready environment assets for Unreal Engine 5; reduced overdraw and improved mesh efficiency while maintaining visual fidelity; integrated assets using layered material system and vertex painting workflows; ensured assets were watertight, clean, and production-ready within studio pipeline; collaborated with Art Director and Leads to maintain visual consistency; managed asset integration in Unreal (materials, collision, validation, pivots).
3D Environment Artist (Outsourcing) at Dekogon Studios
December 1, 2023 - Present
Create Nanite and Low Poly assets with clean topology and efficient UV layouts; develop high-quality PBR materials and texture baking; collaborate with environment and lighting teams to ensure seamless asset integration; ensure all assets meet optimization and performance requirements for Unreal 4/5.
3D Environment Artist at Roarty Digital Inc.
January 1, 2024 - July 1, 2024
Modeled sci-fi armor, weapons, and props using high-to-low poly workflow; created realistic textures in Substance Painter with strong attention to surface detail; delivered clean, production-ready models optimized for real-time rendering; collaborated with art leads to maintaining visual consistency and meeting project specifications.
Technical Character Animator at Scanline VFX
June 1, 2022 - November 1, 2022
Developed and maintained facial rigs and animation systems for The Flash (2023), Warner Bros. Pictures; integrated facial systems into an animation pipeline, ensuring compatibility across characters and scenes; collaborated with animators, tech artists, and supervisors for optimized asset delivery; contributed to troubleshooting and refining character setups during production.
3D Environment Artist at Gaya Simulation for Microsoft Flight Simulator
January 1, 2016 - June 1, 2022
Created highly accurate 3D modular assets of architectural landmarks, stadiums, and cityscapes; created optimized models using Trim Sheet techniques; produced realistic textures using physically correct PBR workflow emphasizing material detail and surface wear; optimized assets for real-time performance by balancing quality and triangle count; collaborated with art directors to achieve consistent style and technical precision across environments.

Education

Master of Science in Engineering at Engineering Academy
January 11, 2030 - January 1, 2010

Qualifications

Creating Environments in Unreal Engine 5
January 1, 2024 - December 31, 2024
Lighting for Games and Cinematics
January 1, 2024 - December 31, 2024

Industry Experience

Gaming, Media & Entertainment, Software & Internet