b
barrykiam

Kiam

@barrykiam

3D Artist

Regno Unito
Inglese, Spagnolo, Francese, Tedesco
Alcune informazioni sono riportate in lingua inglese.
Chi sono
Hi, I’m Kiam, a 3D artist from United Kingdom specializing in creating 3D modelling, product design, industrial design, and digital assets for games, film, advertising, and 3D printing. I create models with proper topology, UV mapping, texturing, rigging and animation for any purposes (Game, Film or 3d printing). Every model is done with attention to details, ensuring clean topology, efficient polygons for Unreal Engine, Unity, Blender, Zbrush and other 3D workflows. My focus is on delivering reliable, functional, and visually strong assets that meet professional production standards.... Continua a leggere

Competenze

b
barrykiam
Kiam
offline • 
Tempo di risposta medio: 2 ore

Consulta i miei servizi

Prototipazione rapida
I will fix repair scale convert and split 3d model file stl obj 3mf for 3d printing
Modellazione personaggi
I will create realistic 3d character model, character design for game

Esperienza lavorativa

Discord

3D Game Assets

Discord • Part time

Oct 2024 - Sep 202511 mos

I worked as a 3D Character Artist for game development project managed through Discord, where I was responsible for designing and developing a wide range of in-game characters, including playable characters, NPCs, and boss models. My role involved taking concepts from rough sketches and descriptions and turning them into fully realized 3D assets. I handled the entire character model process from blockout, sculpting, and retopology to UV mapping, texturing, and optimization for real time game engines. (UNITY) I also worked closely with other team members including concept artists, animators, and game developers through structured feedback sessions on Discord. This helped me refine models based on gameplay needs, animation requirements, and performance constraints. A major part of my responsibility was creating boss characters with higher detail and visual impact while ensuring they remained optimized for gameplay. I also developed NPCs with simpler but efficient designs to support smooth in game performance. This experience gave me a deeper understanding of game production pipelines, teamwork in a remote environment, and the importance of balancing visual quality with technical performance in real time projects.