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The Riftbreaker

I had the pleasure of working on a cinematic project for The Riftbreaker at Deep Blue Productions, where I was responsible for end-to-end environment creation.
My work involved building environment from the ground up, including high quality asset creation, 3D modeling in Maya, Blender, and ZBrush, as well as material and texture creation using Substance Designer, Substance Painter, and ZBrush.

I handled scene assembly with a strong focus on asset reusability, clean hierarchy, and camera-driven composition tailored specifically for cinematic shots. I was also responsible for lighting setup and look development, ensuring visual consistency, mood, and readability across shots.
Additionally, I worked on scene optimization, preparing assets, proxies and scenes for efficient rendering, and managed the final shot rendering process on a render farm using Maya, Redshift, and Deadline.