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PORTFOLIO 2026

Hi, I’m Max!

Junior 3D Generalist
Character Art · 3D Modeling · Game Development

I’m a 3D generalist interested in the intersection of art, technology, and game development. My projects range from creating unusual characters to developing game concepts and exploring procedural workflows for 3D environments.

WHAT CAN I BRING TO A TEAM?


I can work on individual 3D assets, contribute to a game’s visual direction, and explore technical solutions for content creation. I’m particularly interested in indie projects where different skills come together to bring an idea to life.

DEATH AND BASS

Character Art · Sculpting · Texturing · Rigging · Cinematic Rendering

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What if a contrabass were hiding something alive inside it?

Death and Bass is a dark, character-driven project built around a creature concealed within a musical instrument and the figure of Death.

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I created both characters, from sculpting and modeling to texturing and rigging. The creature was the most challenging part to develop. Its organic anatomy had to fit within the recognizable shape of the contrabass, while its many moving elements made the rig particularly complex.I also worked on lighting and the final cinematic renders, bringing the characters together in an atmospheric visual setting.The project allowed me to explore the full character pipeline, from an unusual design concept to the final presentation.

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SHAWARMAGEDDON

Game Design · 3D Modeling · Project Coordination · Code

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From 2D to 3D


Shawarmageddon started as a 2D game concept. I reworked it into a 3D project while continuing to collaborate with the original artist.

My role extends beyond modeling. I handle project coordination and game design, contribute code, and create 3D characters based on the artist’s concepts. This means working with both the visual direction of the game and the practical side of its development.
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For me, Shawarmageddon is an opportunity to work across several parts of game development, connecting 3D production with design and implementation.

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PROCEDURAL BUILDING GENERATION

Houdini · Unreal Engine 5

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Instead of modeling every building separately, procedural generation offers a way to create architectural assets and urban blocks through a reusable workflow.

In this project, I used Houdini to generate buildings and blocks, then integrated the results into Unreal Engine 5. The system was designed with the potential use of OpenStreetMap data in mind.

LET’S BUILD SOMETHING TOGETHER

I’m looking to collaborate with indie teams working on distinctive worlds, characters, and interactive experiences. I enjoy moving between artistic and technical tasks and contributing wherever my skills can help a project take shape.

Have a project in mind? Let’s talk.

Email: msshtentsov@edu.hse.ru

Portfolio | 3D Generalist
Проект создан 29.10.2026