Dread Days

Spearheaded the design and artistic execution of systemic stealth environments within a semi-open world Neo-Moscow. I managed the full lifecycle of space-creation: from technical blockouts and documentation to the final level art and lighting.

By researching new toolsets and, for the first time, mentoring junior talent, I helped define the architectural language of our espionage gameplay, ensuring the urban density supported both player agency and technical performance.

Titanite Games

0.5 year

The Needs

The Needs

SaaS and digital businesses often lack a strong, well-designed online presence to communicate their value proposition. A cluttered or outdated site can drive away potential users and reduce conversions.

The Solutions

The Solutions

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