Vladislav
Firsov
➤ Senior 3D Environment & Concept Artist, 5+ years in game art production
➤ Guildford, United Kingdom
Education

Bachelor's degree, Graphic Design
Bashkir State Pedagogical University, Ufa, Russia
2016 – 2020

Skills
  • Hard Surface Modeling & Design
  • Environment Modeling & Design (modular, hero assets)
  • Full 3D Pipeline
  • PBR Texturing Workflow
  • Trim Sheet & Decal Workflows
  • Optimization for Real-Time Rendering
  • Level Art
Software
  • Maya
  • Blender
  • ZBrush
  • Plasticity
  • Substance 3D Painter
  • Photoshop
  • Unreal Engine 5
Vladislav Firsov

Senior 3D Environment Artist with over 5 years of experience in environment creation for games. Proficient in concept-art, modular asset creation, and UE5 workflows. Strong background in supporting art direction and delivering high-quality, optimised in-game assets. Passionate about building immersive and visually coherent worlds.

Experience
Senior 3D Environment Artist
Wargaming DPS Games, United Kingdom
Aug 2023 – Aug 2025
  • Developed large-scale 3D environments from blockouts to final assets, including modeling, PBR texturing, and optimisation for Unreal Engine 5
  • Designed gameplay zones based on initial blockouts, iterating layouts and visuals to enhance gameplay flow in close collaboration with level designers
  • Defined visual direction for several areas by producing sketches, paintovers, and visual targets, in alignment with the Art Director’s vision
  • Authored visual documentation and environment guidelines to ensure cohesive world-building across internal and outsourced teams
  • Oversaw outsource work on architectural design and technical asset integration, providing visual and technical feedback
  • Worked closely with external teams, including Blue Papillons and 1518 Studios Inc
3D Environment Artist
Lesta Games, Russia
Jul 2021 – Aug 2023
  • Created a wide range of 3D assets — from small props (civilian, military, and agricultural vehicles) to large-scale landmarks and full environments
  • Built complete scenes such as railway stations, fuel depots, and industrial zones, contributing to both visual design and final asset implementation
  • Authored internal documentation on vehicle texturing workflows and asset quality standards
  • Mentored junior artists and supported interns through onboarding and production best practices
Freelance 3D Artist
Saber Interactive, Russia
Jun 2019 – Feb 2020
  • Sculpted high-resolution character heads from scratch for in-game use
  • Focused on realistic facial anatomy, clean forms, and production-ready topology
  • Delivered production-ready sculpts optimised for baking and seamless integration into the character pipeline