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Tomas Laureckis
Tomas Laureckis
3D Artist at Niekoplay - tomas.laureckis@gmail.com
Vilnius, Lithuania

Summary

Skilled 3D Artist \ Animator in environment design, props modeling, creatures, characters. Development projects from conceptualization through to publishing.
Highly proficient in overseeing all operational aspects to safeguard alignment with set objectives, regulations, and standards.
Expert in undertaking in-depth research and analysis into current industry trends, pipelines, software. Ability to leverage artistic expertise and technical ability to liaise with designers for creating visually stunning content aimed at intensifying game play-ability.

Skills

Hard Surface ModelingEnvironment ModelingProp ModelingHigh-poly ModelingLow-poly ModelingDigital SculptingRiggingUV MappingCharacter DesignCreature DesignFacial Rigging & Animation3D Animation

Software proficiency

Maya
Maya
ZBrush
ZBrush
Substance 3D Painter
Substance 3D Painter
Quixel Suite
Quixel Suite
Photoshop
Photoshop
After Effects
After Effects
Unreal Engine
Unreal Engine
Unity
Unity
PFTrack
PFTrack
Marmoset Toolbag
Marmoset Toolbag
V-Ray
V-Ray
R3DS Wrap
R3DS Wrap

Reel

Productions

    • Video Game
      Neolithic
    • Year
      2024
    • Role
      Art Lead - 3D Art
    • Company
      Nieko MB
    • Video Game
      Brawl Stars
    • Year
      2017
    • Role
      3D Artist
    • Company
      SuperCell
    • Mobile Game
      Subway Surfers
    • Year
      2012
    • Role
      3D Artist
    • Company
      SYBO Games
    • Video Game
      TwilightStar: Heart of Eir
    • Year
      2021
    • Role
      3D Generalist - Creature Artist
    • Company
      Dragon Claw Studios
    • Mobile Game
      Hungry Bear
    • Year
      2015
    • Role
      3D Generalist - Environment, Characters, Prop Creation, Level Design
    • Company
      Scorpion3D

Experience

  • 3D Generalist at Scorpion3D
    Vilnius
    January 2011 - Present

    Create 3D assets that adhere to the art direction and style established for the project. Conceptualize and create game level terrain, models, collision geometry, and textures which meet the aesthetic, creative and technical quality standards of the product.

    Leverage modeling, texturing, lighting, rigging, animation, rendering and compositing skills to increase quality, efficiency, and reduce costs for game developers.