Enthusiastic 3D artist focusing on characters with over 8 years of experience in the video game industry. Accomplished in modeling, enhancing, and optimizing character and environment models as well as delivering high-quality results while actively collaborating and coordinating with colleagues. Reliable in incessantly improving creativity and seeking technical solutions to problems.
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Worked on a space-themed 4X title called Crucible of Empires, utilizing Unity.
Sculpted/modeled over 200 assets, containing characters, ships, and facilities.
Conceptualized ideas, and managed and oversaw the art department.
Gave active feedback to the art team to achieve the goal aesthetic.
Designed, fine-tuned, and optimized expensive shaders to minimize their cost.
Created LODs for low-poly models, and reduced their draw calls for mass-scale usage, and integrated them into the Unity Engine.
Mainly focused on modeling and optimizing weapons, armor sets, and environment props.
Refined existing sculpts, retopologized, laid out UVs, created LOD groups, and baked mesh maps.
Minimized draw calls per asset and maintained texel density among small & big scale architectural models/props by creating and utilizing trim sheets.
Collaborated, brainstormed, and shared insights with the team members for plausible solutions to technical problems.
Worked on casual and hyper-casual games that are focused on mobile platforms.
Found solutions to 3D-design-based problems within the context of animation, rigging, and collision physics as a technical designer.
Created environment props and character models for mobile games.
Worked on map design and 3D modeling for the game “The Disconnected.”
Contributed to and developed character design within the game.
Worked on concepts such as texturing, particles, lighting, and PBR material design.