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






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