
Blender 3D Artist
Characters, weapons, and environments for games and animated visuals.
I model, rig, and animate in Blender. I transform a game concept into assets ready for engine integration—ready to move, be filmed, and be seen. I am open to game jams, student projects, indie teams, and short animated pieces.

About Me
Hi, I’m Azamat.
I’m a 3D artist and a game design student at HSE. I work in Blender and Gaea. Across several game projects, I’ve built enemies, weapons, characters, and environments, and I’ve done the rigging myself.Because I study game design, I consider how an asset functions within gameplay: how readable an enemy is, how a weapon feels when it switches modes, and how a scene guides the player’s eye.My work includes:Modeling: Enemies, weapons, character parts, and environments.Rigging: Mechanical weapon rigs and enemy rigs.Animation: Camera work, trailers, and short cinematic scenes.
Selected Work
Four projects, ranging from team-based games to a fully solo piece.Last Transit. A first-person shooter set in a ruined maglev network, featuring enemies and a three-mode weapon.Symbiont. A survival horror game on a parasite-infested planet, including enemies, the hero’s symbiotic tank, and various rigs.Source. A solo art piece featuring floating rocks and a lost expedition.Green. A solo 3D game prototype and trailer about cultivating plants to sustain a machine.
Last Transit
First-person shooter · Team project
Context
In a world devastated by an AI war, the last people hide in abandoned maglev tunnels. You play a courier who must deliver a reactor to a distant colony.
Challenge
The tunnels are swarming with patrols, heavy robots, and snipers—each hunting the player. The game hinges on speed and tactical combat, meaning enemies must be instantly recognizable. The weapon must allow the player to adapt to various situations by switching modes.
My Role
Modeled all enemies.
Modeled and rigged the weapon.
Assembled a part of the environment using assets with a teammate.
Solution
The weapon features three barrels and three firing modes. A rig allows the player to switch between them, making the mode change a visible, mechanical action. Each enemy type has its own silhouette, enabling the player to distinguish a patrol unit from a heavy robot or a sniper at a glance.
Symbiont
Third-Person Survival Horror — Team Project
Context
In the distant future, you are a survivor on a planet infested with parasites. Their gas distorts perception. With a railgun that fires plasma made from the parasites' blood, you try to find a way off the planet.
Challenge























