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you imagine, I portray

Hello, my name is Zhamyan.

I am concept artist, environment artist, level and game designer. Anything related to game environments, both from a visual standpoint and from a game design standpoint — I can help you with all of it.
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I build the imagery and hold the project’s vision together — from concepting individual props and locations all the way to dressing 3D spaces in the established style. My work carries a personal signature while staying flexible in stylization and genre.

struggling to define the visual style of your project?

First, you need concept art. Environment and characters, the overall style, the palette — all of this is worked out first and foremost.In the «Magyar tánc» project, I needed to combine medieval Hungarian aesthetics, natural landscapes, and a sense of the otherworldly — which is what I did in my concept art.

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level-art in Unreal Engine 5

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Magyar tánc

Then comes the 3D realisation. For the assets, I had to stick to realism, while in environment design I arranged them so the location would tell its own mysterious story.Landscape painting, setting up diverse foliage, working on global illumination, fog setup, engaging verticality in the levels — all of this was part of my work, and I pulled it off with flying colors.

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The biggest challenge in creating semi-realistic natural environments is that they can come across as too boring compared to stylized and unusual settings.I combined objects, lighting, and landscape in such a way that it immerses and draws the player in.

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flexibility of style and skills in my work

I’ve also worked in entirely different styles — cartoon minimalism and cute characters, level design for an action shooter, intimate level art for first-person puzzle games.All of this is part of my experience as both a game designer and an artist.

Wake up!

In addition to my role as game designer and level artist on this project, I also took on composing and sound design. For this music puzzle game, I had to write several melodies on different instruments for each level.

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It was decided that I would be responsible for the project’s vision, so I worked out every level down to the smallest detail.

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I was in charge of the design of the dolls and characters themselves, the environment across the different levels, and the overall style in which those levels would be built. That’s how we ended up with a university level, a saloon, a mystical shop, and even outer space.

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S. S. M. T.

During development of the action shooter 'Super Space Marine Turtle' I had to tackle everything — game design, code, and visual direction.I created the entire concept from scratch, including the sliding mechanic, the core idea, and the designs of both the turtle marine and the alien jellyfish.

Khubrikov Zhamyan | Portfolio
Проект создан 29.10.2026
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