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SYSTEM GAME DESIGN | 3D HARD SURFACE | CONCEPT ART

Forging mechanics that hit hard and 3D assets that tell a story.



Hi! I’m Nikita Zaritsky, a game designer, 3D Hard Surface artist, and concept illustrator based in Stockholm. I bridge the gap between systemic game design documentation (GDD), production-ready 3D weapons/props, and dark atmospheric worldbuilding.

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Исходный размер 3500x2480


Meet Muninn, the Iron Raven — your guide through my forge of worlds.



◆ In game development, visual art often clashes with gameplay mechanics: weapons look cool in concept art but fail to read in first-person combat or break the polygon budget.

→ Because I work across System Game Design, 3D Hard Surface, and Concept Art, I engineer every model, UI frame, and prop to serve the core gameplay loop from day one.

Исходный размер 3500x2480
Исходный размер 3500x2480


WHAT I DELIVER TO GAME STUDIOS & INDIE TEAMS



Whether you are a Stockholm AA/AAA studio or an ambitious indie team, I step into the pipeline where mechanics meet visual execution:

01. System Game Design & GDD: Combat loops, enemy-weapon synergies («gun-juggling»), and player progression.

02. 3D Hard Surface & Weapons: Full-cycle modeling, clean topology, UV unwrapping, and optimized game-ready props.

03. Concept Art & Diegetic UI: Dark fantasy worldbuilding, custom runes, HUDs, and tactile tabletop/prop concepts.

Исходный размер 3500x2480

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  CASE 01.A / SYSTEM GAME DESIGN & GDD (FIREBORN)

Fireborn — High-Octane Metal Shooter Across 9 Worlds

The Challenge: Reimagine the classic German fairy tale of Hansel and Gretel into an aggressive, fast-paced FPS where rage is the ultimate weapon.The System Solution: Together with the team, I structured the core GDD pillars around vertical acrobatics, arena combat across Jotunheim caves and mines, and «weapon juggling» (temporarily looting abilities and firearms from slain monsters) to keep adrenaline peaking every second.
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CASE 01.B / 3D HARD SURFACE WEAPON MODELER



Muninn notes: «In an FPS, a weapon occupies 30% of the player’s screen. Its silhouette must instantly communicate weight, cooldown, and damage type.»



▲ The Approach: As the Weapon Modeler across Modules 2 & 3, I designed, modeled, and UV-unwrapped Gretel’s brutal arsenal — combining historical medieval metallurgy with Norse-mythic proportions.

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|  Ranged Firepower (Blunderbuss & Sawed-Off Shotgun): Engineered distinct flintlock mechanisms and heavy barrels built for impactful close-quarters knockback.

|  Melee Brutality (Klevets, Francisca Axe & Mountain Crusher): Balanced sharp armor-piercing beaks and massive warhammer silhouettes with clean low/mid-poly topology and optimized UV maps.


Result: A cohesive 3D weapon pack fully integrated into the playable Unreal/Unity prototype build.

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CASE 01.C / UI ARTIST & HUD DESIGN

Readable Combat Telemetry in a Dark Metal Aesthetic

The Challenge: Fast-paced boomer-shooters punish cluttered screens. When Gretel is surrounded by draugrs, wolves, spiders, and werewolves, the player needs split-second feedback.The UI Solution: In Module 4, I transitioned to UI Artist — crafting custom runic ability icons, angular geometric frames, segmented crimson health/rage bars crowned with a skull motif, and dynamic crosshairs that match the pixel-grit 3D shader.


Structural Hard Surface Realism: Every 3D environment prop or physical furniture piece must obey real-world physics and assembly logic.



● Interlocking Joinery (Zero Nails): Engineered the entire table on a modular groove-and-tenon system without external metal fasteners.

● Complete Technical Pipeline: Produced exact orthographic blueprints, realistic wood-grain PBR materials, modular disassembly layouts, and architectural lighting renders.

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  CASE 02 / 3D HARD SURFACE & INDUSTRIAL PROP DESIGN

«Bushido» Table — Ergonomics Meets Feudal Architecture

The Problem: Traditional Japanese low tables (chabudai) possess an iconic silhouette, yet sitting on the floor is uncomfortable for modern European users and contemporary interiors.The Idea: Inspired by Sengoku-period aesthetics and Shinto Torii gates, I designed a full-height dining/work table that preserves authentic Japanese wood-joinery proportions while solving the ergonomic height barrier.
Исходный размер 1920x1080
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CASE 03 / CONCEPT ART & VISUAL WORLDBUILDING

Deck of the Dark Ages — Visual Storytelling with a Double Bottom



The Challenge: Design a playable card deck dedicated to a grim medieval universe enduring its darkest era, where every illustration carries hidden narrative tension.

The Concept: Undead horrors and knights, blind faith and forbidden knowledge collide across the suits — crafted so that nothing on the cards is what it seems at first glance.

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