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Hello! I'm Daniel, a Senior Game Artist with 15+ years of experience creating concept-to-engine 3D artwork for AA/ Indie titles across all major platforms.
I help small indie studios ship games with great-lookin' great-runnin' art – on time and on budget.
Based in Cluj-Napoca, Romania
UTC+2 time, working worldwide,
Business-to-Business (B2B)-ready.
SERVICES:
End-to-End 3D Game Art
3D Modeling - High-Poly, Mid-Poly, Low-Poly
PBR Baking & Texturing
Material & Shader authoring
Engine Implementation
Real-Time Profiling & Optimization
Modular Assets & Kits
Technical Art
Art Pipeline Design
Prototype, Vertical Slice, Demo & Pitch Art
Art Direction & Quality Control
Small art team leadership
SERVICES:
End-to-End 3D Game Art
3D Modeling - High-Poly, Mid-Poly, Low-Poly
PBR Baking & Texturing
Material & Shader authoring
Engine Implementation
Real-Time Profiling & Optimization
Modular Assets & Kits
Technical Art
Art Pipeline Design
Prototype, Vertical Slice, Demo & Pitch Art
Art Direction & Quality Control
Small art team leadership
Blender
Unity
Marmoset Toolbag
Unreal
Zbrush
3D Coat
Plasticity
3ds Max
Affinity Designer
Affinity Photo
Paintstorm Studio
Adobe Photoshop
Substance Painter
After Effects
Premiere Pro
DaVinci Resolve
PureRef
Blender
Unity
Marmoset Toolbag
Unreal
Zbrush
3D Coat
Plasticity
3ds Max
Affinity Designer
Affinity Photo
Paintstorm Studio
Adobe Photoshop
Substance Painter
After Effects
Premiere Pro
DaVinci Resolve
PureRefReleased Games
I've worked mainly in a team of 7, often as the link between the programmers and artists.
Completed 4 development cycles from ideation to shipping- all with clear organization.
Brainstormed, solved problems, worked through crunch times & technical challenges, and touched every aspect of game art-making.
Contributed to setting up pipelines, handled optimization and helped coordinate my colleagues when it came to engine-work.
Rift Frigate - 2020
Indie Projects
A couple of projects that didn't make the market but were the testing bed for daring ideas, provided rich learning experiences, and subsidized some hard lessons for good measure.
3D Artwork
I build everything from concept sketches to final in-engine assets- environments, characters, props, UI.
If it needs to live on-screen, chances are I can make it- and if I can't, I'll learn my way into making it.
If it needs to live on-screen, chances are I can make it- and if I can't, I'll learn my way into making it.