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Gorkemgeyi̇k

Available to hire

I’m a Turkish 3D Technical Artist and Game/Environment artist focused on building game-ready assets, optimizing performance, and making clean, production-ready models.

About

I’m a Turkish 3D Technical Artist and Game/Environment artist focused on building game-ready assets, optimizing performance, and making clean, production-ready models. My background combines real-time rendering and tools-based workflow, including Unity, Unreal Engine, Blender, Houdini, and Substance tools—so I can take an asset from concept through texturing and integration.

I also enjoy architecture/visual design work, where I’ve produced detailed 3D models and construction documentation using tools like Revit, SketchUp, and AutoCAD. Alongside my technical skills, I bring hands-on experience from game engines and production pipelines, and I’ve worked in collaborative environments—reviewing POIs, profiling performance, and supporting teams through reliable, organized asset delivery.

  • 2 years' experience
  • Joined November 2026

Industry experience

  • Gaming
  • Media & Entertainment
  • Education
  • Computers & Electronics
  • Professional Services
  • Real Estate & Construction

Work experience

Game Arts Artist · Future games WarsawJan 2024 – Jan 2026 · 2 yrs 1 mo

Built and maintained in-game assets for fishing and other gameplay needs, supporting mesh, collision, and instancing. Profiled performance and investigated causes of frame-rate drops, created optimization and reporting tools, and used PCG for foliage/asset placement. Supported multi-platform releases by unifying CVars; also reviewed POIs and reported related performance issues.

Game Arts · Future games WarsawJan 2024 – Jan 2026 · 2 yrs 1 mo

Worked on 3D/game art tasks including modeling, optimization, and performance support. Built shader functions and implemented in-game features, reviewed meshes/assets (focusing on fishing/collision/instancing areas), profiled performance, reported causes of frame-rate drops, and built optimization/reporting tools for automated checks. Used PCG for asset and foliage placement and supported multi-platform releases by unifying CVars. Also contributed to engine/workflow improvements and 3D printing/game-ready asset creation.

Education

Architecture · Istanbul Technical University, Architecture Department2014 – 2021
Architect · Antalya Anatolian High School2009 – 2014
Architecture (Department) · Istanbul Technical University (English track, 100%)2014 – 2021
High School Diploma · Anatolian High School2009 – 2014

Certifications and awards· 5

B1 English2030 – 2026
IELTS 7.52030 – 2026
License (class/level as shown: LA)2030 – 2026
IELTS2030 – 2026

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