Oleh Krzhechkovskyi
3D Environment / Level Artist
Email: Lifekors@gmail.com | Telegram: @Lifekors
Website: https://kelhem-portfolio.vercel.app/
Ukrainian citizen · Open to relocation · Onsite, hybrid or remote
About
3D Environment / Level Artist with 7+ years of commercial experience across game, VR and interactive production, including client-delivered VR experiences shown at public events and used in B2B settings. I own the full environment pipeline: asset creation, UVs, baking, PBR materials, set dressing, lighting, optimization and engine integration. Experienced with large-scale worlds, modular and reusable content, terrain, foliage, LOD systems, lightmaps and occlusion culling. Strong technical background in Unity, comfortable working solo or in distributed international teams.
Also
Kelhem YouTube channel: tutorials on Blender, Unity and modern 3D workflows.
Three years of daily work with an English-speaking client: calls, technical discussions, coordination.
Languages: Ukrainian (native) · Russian (fluent) · English (B2)
Created and delivered VR environments for Meta Quest and PC: an interactive Japanese culture experience with mini-games shown at Ithra's Japan Cultural Days 2025, training labs, showcase scenes and a fire-service training simulator.
Handled modeling, UVs, texturing, materials, lighting, post-processing and final scene assembly in Unity.
Optimized scenes for target hardware with LODs, lightmaps, occlusion culling, geometry reduction and texture optimization.
Developed interactive mechanics, prepared builds and tested content on target devices.
Built a multiplayer VR prototype from scratch with full-body avatars and voice chat.
Client project through Matrix Creators
Created all game locations for a large open-world PC project: terrain, road networks, buildings, props and foliage.
Owned level assembly, set dressing, lighting, post-processing and visual polish in Unity.
Made original assets and adapted third-party content to a consistent style.
Set up LODs, materials and textures, optimized environments with occlusion culling and performance in mind.
Produced in-engine animations and promotional materials to present the project.
Delivered full-cycle 3D assets for games, VR/AR apps and client projects: modeling, UVs, baking, PBR texturing, rigging and animation.
Created game locations, props and interactive scenes across a range of styles.
Integrated assets into Unity, set up materials, lighting and post-processing, optimized scenes for real-time performance.
Implemented VR/AR mechanics and prepared working builds for clients.
Worked independently and within a small distributed team, including NDA-covered projects.
Core Skills
Environment Art: large-scale composition, set dressing, terrain, roads, architecture, interiors, props, foliage, lighting, post-processing
Asset Production: low/mid/high-poly modeling, UV unwrapping, baking, PBR texturing, tileable materials, trim sheets, decals, modular kits
Technical Art: LOD systems, lightmaps, occlusion culling, colliders, texture and geometry optimization, asset integration, build testing
Tools: Blender, Substance Painter, Substance Designer, Photoshop, Unity, Unreal Engine (basic), Git, Plastic SCM, Trello