10 years of crafting game-ready 3D assets, environments, and props. Shipping for Godot & Unity — from concept to engine-ready.
Detailed, atmospheric game environments built for performance and visual impact — from open-world landscapes to tight interiors.
Game-ready props with optimized topology, clean UVs, and PBR textures. Weapons, furniture, vehicles, and custom hero assets.
Full asset integration with GDScript & C# coding 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, and plug-and-play ready.
Custom shader graphs and lightweight visual effects that bring environments to life without tanking performance budgets.
Greybox to fully dressed levels — building playable spaces that serve both gameplay flow and visual storytelling.
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Understanding your 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.
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, props, and weapons 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 can wire up simple sound effects when a project needs it.
I also stream the whole process live on Twitch — if you want to see how it's done, come watch.
Have a project, collab, or commission in mind? Drop a message or reach out through any link below.