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Andrey Bzhitskikh
Andrey Bzhitskikh
Character Artist | 3D Miniature Sculptor
Novi Sad, Serbia

Summary

Have a lot of experience in concept development and character modeling.

My Qualifications:

* Passion for making and playing games!
* Proficient knowledge of ZBrush, Substance Painter, Blender, Marmoset Toolbag, Photoshop and others
* Solid knowledge of next generation asset creation pipelines, tools, software.
* Strong grasp of form, shape, structure, and silhouette as they relate to modeling and gameplay.
* Thorough understanding of anatomy and how characters move when rigged.
* Solid knowledge of working with PBR shaders to get the best look within game engine technical limits/constraints.
* Ability to learn new tools and techniques.

Basic understanding:

* How character skeleton and skinning works
* Creating materials in Substance Designer

Skills

Concept ArtConcept Design3D Modeling3D PrintingCreature ModelingDigital SculptingLow-poly ModelingTexturingUV MappingCharacter DesignRetopologyCreature DesignHigh-poly ModelingMiniaturesPBR Texturing

Software proficiency

Blender
Blender
Illustrator
Illustrator
Keyshot
Keyshot
Photoshop
Photoshop
Substance 3D Painter
Substance 3D Painter
Unreal Engine
Unreal Engine
ZBrush
ZBrush
Unity
Unity
3DCoat
3DCoat
Procreate
Procreate
Lightroom
Lightroom
Shapelab
Shapelab
RizomUV
RizomUV
Substance 3D Modeler
Substance 3D Modeler

Productions

    • Video Game
      Xenonauts 2
    • Year
      2023
    • Role
      Concept 3D Artist, 3D Modeler, Texture Artist
    • Company
      Goldhawk Interactive

Experience

  • Senior/Lead 3D Artist at Playrix
    Novi Sad, RS
    March 2022 - April 2026

    - Owned character/creature assets from brief to final game-ready

    delivery (sculpt → model → UV/bake → textures), ensuring quality and

    real-time readiness.

    - Acted as a lead for character art: mentored and peer-reviewed 5 artists

    (feedback, paintovers, quality checks), maintaining a clear quality bar.

    - Led the evolution of the character production pipeline; developed

    workflow tooling and optimization guidelines to improve consistency

    and predictability of delivery.

    - Improved character asset workflow by implementing an AI-assisted

    texturing pipeline tailored to our character production needs, along

    with standardized ZBrush templates (default body types), an anatomy

    basemesh library, and reusable Smart Materials—reducing rework and

    accelerating iteration on recent deliveries.