Environment art
Detailed, atmospheric game environments built for performance, from open-world landscapes to tight interiors.
10 years of crafting game-ready 3D assets, environments, and props, plus stream graphics for streamers. Shipping for Godot & Unity, from concept to engine-ready.
Detailed, atmospheric game environments built for performance, from open-world landscapes to tight interiors.
Game-ready 3D models with optimized topology, clean UVs, and PBR textures. Props, vehicles, furniture, and hero assets.
Full asset integration with GDScript and C# for logic, LODs, colliders, and simple SFX, from first poly to finished scene.
Cohesive modular packs for the asset store or direct use. Consistent style, fully documented, plug-and-play.
Custom shader graphs and lightweight effects that bring environments to life without tanking performance budgets.
Greybox to fully dressed levels: playable spaces that serve gameplay flow and visual storytelling.
Starting screens, stinger transitions, and custom emotes, built around your brand.




Stream graphics built around your brand: starting screens, stinger transitions, and custom emotes. Same production standards as my game work.
Animated starting screens that set the tone before you go live.
Stinger transitions that carry your brand between scenes. Punchy, never distracting.
Custom emotes and emojis for chat. Readable at 28 px, expressive at full size.
I'm Irakli, a professional 3D artist and game developer with over a decade of hands-on experience building game-ready content. I specialize in environments and 3D models that perform as good as they look, built for real production pipelines.
My work lives inside Godot 4 and Unity. I handle the full pipeline, from first poly in Blender to the final asset in your scene with colliders, LODs, and materials dialed in. I code in GDScript and C#, write custom shaders, and wire up simple sound effects when a project needs it.
I also stream the whole process live on Twitch.
Watch on Twitch — ika3d_Art direction, engine constraints, and what every asset needs to communicate before a single poly is placed.
Low-poly blockouts and proportion checks before going to full detail. Saves revision time for both sides.
Clean topology, optimized mesh, PBR textures baked from high-poly. Game-ready from the ground up.
Full Godot or Unity setup: materials, LODs, colliders, scripting if needed. Packaged and documented for your pipeline.