About Me

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Welcome!

I am a video game artist from Estonia, specialized in creating materials and textures — whether that’s procedurally in Substance Designer, using photogrammetry to scan surfaces with Reality Capture or manually sculpting, modeling, and painting in ZBrush, Blender and Substance 3D Painter.

In my free time, I’m learning concept art, experiment with photography and dabbling in traditional art such as drawing, acrylic painting, and clay sculpting. I suck at them but I'm having a blast, so honestly I don't give a fuck.
Life’s too short to chase perfection.

Whenever I have time to spare, I work on tutorials for materials and on my own psychological horror game, "Screams of Silence", in Unreal Engine. I am directing the entire visual language, game design, and overall gameplay experience, focusing on impactful levels, intuitive shaders, asset pipelines, and above all, telling my story.

10
Experience
3
Nala, Bilbo and Chloe

Production

Substance 3D Designer & ZBrush

Materials & Textures

My main area of expertise is creating procedural and hand-crafted materials and textures. I've been doing this for over a decade and absolutely love building surfaces. My aim is to create the most believable procedural content, cleanest scans and multipurpose production oriented content.

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Surfaces & Assets

Photogrammetry

One of my keen interests is photogrammetry, especially processing scanned data and using photometric captures to create hybrid procedural materials. Mostly, it's a great excuse to explore the world and bring parts of it into my work.

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Unreal Engine 5 & Blender

Environment Design

Finding good compositions while also accommodating player experience is the most important part for me when creating and designing environments. I always thrive for having cohesive storytelling and visual interest in all of my level art.

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Experience