What if you took the Baroque decadence of something like Warhammer, but instead of being inspired by Greek and Roman history, you looked to ancient Armenia instead? That’s the big question that started me thinking about asset, which I also concepted. It re-imagines personal computers from the 1980s as part of an alternate history where they’re used to invoke arcane magic.
This project has a strong personal connection for me; I’m part Armenian, and love learning more about this part of me. I also have strong personal interest in the history of decorative arts, from jewelry to textiles to ceramics, and I loved learning more about this in context.
I did extensive research for this project, which draws on Armenian decorative arts from approx. 1600-1900. These sources aren’t recreated 1:1 - they’re filtered through a stylized fantasy lens, creating chunkier, solid shapes that fit within the art direction I envisioned.
Game Engine: UE5
Platform: PC/Console (Personal)
Tools used: Blender, Photoshop, Substance Painter/Designer
Dedicated to my great-grandparents John Megirian and Marie Shahangirian.
From 2021-2025, I worked as a 3D Artist and Senior 3D Artist at Niantic on the AR pet sim game Peridot. It’s a cute, stylized, colorful take on the pet sim genre - and it’s all in AR! I’ve created cosmetics, marketing images, food, UI elements, and all kinds of other goodies for our game.
Game Engine: Unity
Platform: Mobile
Tools used: Blender, Photoshop, Substance Painter/Designer
I worked on the survival shooter Aliens: Fireteam Elite from 2016-2020 as an Associate Environment Artist and an Environment Artist. During that time, I primarily focused on asset creation with occasional worldbuilding. Creating assets for this game was incredibly rewarding, especially recreating assets from movie references. Often, the movie reference would be blurry or in the background, or only visible from one angle. I'd have to extrapolate what it would look like from other angles, and that challenge was one of my favorite parts of working on these assets. Here are some of my favorite contributions to this title:
Game Engine: UE4
Platform: PC/Console
Tools used: Maya, Photoshop, Substance
A personal project originally for the Road Trip Game Jam, originally made in Godot in collaboration with programmer + game design friends.
Responsible for all art seen here, aside from Mixamo rigs!
Game Engine: Godot
Platform: PC
Tools used: Blender, Photoshop, Substance, Mixamo
One of my favorite hobbies is sewing, and one of my favorite design eras is the 70s - so I decided to combine the two into an attic sewing room set in the late 70s!
For this piece, I thoroughly researched everything you see here — all furniture pieces, props, designs etc are recreated from real-life reference. For the posters and record covers, I sourced images from museum public domain and open access archives and created graphic design and typography elements around those images.
If you’d like to read more in-depth info on those sources, here is an in-depth sources cited document.
Game Engine: UE5
Platform: PC/Console (Personal)
Tools used: Blender, Photoshop, Substance Painter/Designer
At Niantic I worked as a Senior 3D Artist on “Hello, Dot” - a new version of the base Peridot mobile game, made especially for AR headsets.
Since we didn’t have an official art director for this project, I worked to art direct the project along with Creative Director David Hollin. I was responsible for concepting the art style, and to creating and maintaining project art direction. You can see my concept art and final models towards the end, as well as some fun vector stickers I did for this!
Game Engine: Unity
Platform: Meta Quest 3
Tools used: Blender, Photoshop, Substance
This is a selection of my work on The Sims 4 Vampires expansion, during my time as an Object Modeler with EA/Maxis. I really enjoyed working on The Sims because of the great learning opportunities it provided. Due to the game's low targets for poly count and texture resolution, I had to be very intentional in creating assets.
Each asset was under 500 tris. The largest ivy variant has a 512 texture, but some (like the candelabra) have a 256 texture, and the garlic assets have 256x64 textures! All about saving that texture memory.
I created all the assets in these screenshots with a few exceptions: I did NOT create the floor/wall textures, the paintings inside of the frames, or the small table under the candelabra.
Game Engine: Proprietary
Platform: PC/Console
Tools used: Maya, Photoshop
Modular environment created in UE4 using Maya, Substance Painter, Substance Designer, and Procreate to create graffiti/street art decals. All assets in the scene are created by me.
For this scene, I wanted to highlight my 2D drawing skills and my 3D modeling skills. I created all the 2D art pieces in Procreate, and together with a flexible modular 3D asset kit, created this small alley scene.
I’m especially proud of the cubemap material I made for the windows in this scene. The shader uses interior cubemaps captured from separate submaps, and it also inserts a random length of curtains depending on the position of the asset in the scene. Please scroll to the end for an animated demo! The shader uses techniques from these two posts:
http://antondoe.blogspot.com/2018/07/build-fake-interior-shader-for-cheap.html
and
https://www.artstation.com/artwork/W290vD
Game Engine: UE4
Platform: PC/Console (Personal)
Tools used: Maya, Substance Designer/Painter, Photoshop