Portfolio
Danis.il

Summary:
With over 10 years of experience in 3D animation and computer graphics (CG), I bring comprehensive knowledge of the full character creation pipeline, from modeling, rigging, and skinning to integration within game engines. My CG background strengthens my skills in rendering and finalizing visuals, with a meticulous attention to detail in every project. Additionally, I have led small teams of motion designers, enhancing departmental skills and productivity.

Mail: sgushenka.danis@gmail.com
Telegram: t.me/Danis_il
danis_il.artstation.com
Serbia, Beograd
Animation
Rigging
Project Experience

My personal project

PC Game: Şürale

tatar horror video game

3D Generalist & Indie Game Developer


  • Concept Development: Designing and refining ideas for characters, assets, and environments, ensuring consistency with the game's vision and theme.
  • 3D Asset Creation: Crafting high-quality 3D characters and assets, including modeling, UV unwrapping, and texturing for a polished, immersive experience.
  • Rigging & Animation: Creating versatile rigs for characters, including facial rigs, and producing smooth, realistic animations. Setting up physics-based interactions for enhanced realism.
  • Unreal Engine 5 Integration: Importing and configuring assets, utilizing UE5 default skeletons, and fine-tuning characters for seamless functionality.
  • World-Building & Art Direction: Designing and assembling atmospheric locations, establishing a cohesive art style, and optimizing render setups to bring the game world to life.

t.me/shurale_horror

Solarsuit Games

(PC Game: Drake Frontier)

Senior 3D-animator (2024)


  • Created a streamlined character setup pipeline for Drake Frontier, incorporating ARKit for pre-rendered mimics and SALSA for real-time lip sync.
  • Implemented Magic Cloth physics for clothing in Unity, enhancing character realism.
  • Developed a shared skeleton for all humanoid characters, improving workflow efficiency.
  • Designed comprehensive monster locomotion cycles for enhanced gameplay immersion.

steam page

SENSORIUM (Mobile App)

3D-animator (2022 – 2023)


  • Designed a custom rig and facial expression pipeline for avatars in a VR metaverse app, including morphs and skeletons for optimized LOD versions.
  • Created efficient edge-loop positioning requirements for modelers to maintain animation integrity.
  • Delivered detailed character animation, from idle stances to facial expressions, while optimizing rigging and skinning within Unity’s vertex limitations.
  • Developed MEL scripts to streamline workflow, improving animation asset preparation and export.
  • Set up character physics (Magic Cloth) to add realism to hair and clothing.

Dou Dou Games

(Hyper-Casual Mobile Games)

Lead motion-designer (2020 – 2022)


  • Elevated the quality of ad creatives, leading to a significant improvement in animation quality through optimized mesh and skinning techniques.
  • Conducted workshops on Maya and 3D animation, fostering new skills within the animation team.
  • Established improved workflows and standards between animation and art departments to streamline file creation.

Modum Lab (VR Simulations)

Lead 3D-animator (2016 – 2020)


  • Developed a robust avatar pipeline for VR simulators, focusing on keyframe animation to achieve weight and dynamic realism.
  • Cultivated the team’s understanding of character topology, enhancing the quality of animation across educational VR projects.

Software and Tools:

Maya, 3ds Max, Cascadeur – Advanced character animation, rigging, skinning

Unity – Experience with VR simulations, mobile applications, and PC games

Unreal Engine 5 – UE5 used for developing horror game Şürale

Adobe After Effects, Spine 2D, Procreate – Motion design, video production, and 2D animation

Made on
Tilda