Malika Kadrzhanova
Malika Kadrzhanova
3D Artist
Bellevue, WA, United States

About

Senior 3D Artist specializing in creating environments and props for use in real-time rendering and VR/XR as well as photorealistic digital twins for the metaverse

Resume PDF

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Skills

VRAR3D ModelingHigh-poly ModelingLow-poly ModelingTexturingTexture BakingPBR TexturingPhotogrammetryGame DesignEnvironment ModelingProp ModelingGraphic DesignLightingIllustrationConcept ArtParticle Effects

Software proficiency

Blender
Blender
Maya
Maya
Substance 3D Painter
Substance 3D Painter
Substance 3D Designer
Substance 3D Designer
Substance 3D Sampler
Substance 3D Sampler
Unreal Engine
Unreal Engine
Unity
Unity
ZBrush
ZBrush
Marvelous Designer
Marvelous Designer
World Machine
World Machine
World Creator
World Creator
SpeedTree
SpeedTree
Houdini
Houdini
Omniverse USD Composer
Omniverse USD Composer
Photoshop
Photoshop
After Effects
After Effects

Productions

    • Video Game
      Ape $ Hit VR
    • Year
      2018
    • Role
      2D/3D Artist
    • Company
      Malika K LLC

Experience

  • 3D Artist at Meta
    Redmond, WA
    September 2021 - Present

    Project Aria Digital Twin focuses on creating high-fidelity photorealistic 3D digital twins of spaces for the Metaverse, providing highly accurate ground-truth datasets, powering AR research

    Responsibilities include creating high-fidelity photorealistic 3D digital twins of spaces for the Metaverse

    Scan data processing and cleanup, modeling from scans and retopology using FARO SCENE, Blender, and Houdini

    Gathering photogrammetry data, baking textures, aligning and processing it in Reality Capture. 3D modeling, unwrapping, texturing photorealistic environment and prop assets for rendering and real-time use in Maya, Blender, Substance Painter and SpeedTree

    Inspecting and retouching vendor-created assets. Providing vendors with detailed feedback

    Assembling NVIDIA Omniverse, Unreal Engine and Unity scenes using Blender and Houdini

    Rendering photorealistic scenes and compiling presentation materials using Adobe Photoshop and Adobe AfterEffects

    Creating documentation on pipeline best practices for use by other Technical Artists and adjacent teams

    Working with the engineering and operations teams to develop and improve current workflows and tooling

    Collaborating with stakeholders to estimate and delegate work in order to meet deadlines

    Helping ramp up new team members and franchisees, ensuring successful knowledge transfer

    https://www.projectaria.com/datasets/adt/

  • Contract Artist at Amazon
    Seattle, United States of America
    September 2019 - March 2021

    Part of a large team of 3D Artists creating 360 renders of furniture for use on Amazon storefronts, VR applications and machine-learning datasets

    Responsibilities included creating and retouching 3D assets and materials for use in web-based, real-time applications, and photorealistic renderings

    3D modeling, unwrapping, texturing, lighting realistic static models in a fast-paced production environment using Maya, ZBrush & Substance Painter

    Providing the development team with feedback on internal features and workflow optimization, as well as assisting management in task distribution and facilitating meetings

  • Artist Care / Content Creator at StratusCore Inc.
    Seattle, United States of America
    April 2019 - August 2019

    Testing and QA of products developed for the virtual workstation platform

    Development of 2D and 3D assets and marketing materials for vendors and customers

    Research, documentation and reporting of current trends in the digital artist community, latest software, partners and competition

    Developing software vendor relationships through outreach, on-boarding, testing and providing support for current and perspective partners

    Improving existing workflows and organizational systems, providing the development team with feedback

  • 2D/3D Artist at Malika K LLC in partnership with Zombie’s Delight Studio LLC
    Bellevue, United States of America
    March 2018 - Present

    Co-creator of a VR simulator game made for HTC Vive, Oculus Rift, and Windows MR using the Unreal Engine. Released to market on Steam in August 2018, demoed at PAX 2018

    3D asset creation and optimization, PBR and procedural materials, levels assembly and environments, effects and lighting, concept art, graphic design, marketing materials

    Software used includes Maya, Blender, Substance Painter, Substance Designer, UE4, Photoshop, AfterEffects

    www.apehit.com

  • Creative Consultant/2D Artist/3D Artist/Material Artist at Malika K LLC as an independent contractor for Peekr Inc.
    Bellevue, United States of America
    September 2017 - July 2018

    • Responsibilities include ensuring artistic consistency, custom asset design, texturing and retopology of existing assets, optimization of assets and textures for optimal performance for use in Augmented Reality applications

    • Tools used: Blender, Photoshop, Substance Painter, Unity, Git for source control

    • Photography and Photoshop used for creating 2D promotional materials

  • 3D Artist/Material Artist at LWTech Game Development Club (non-commercial)
    Kirkland, United States of America
    August 2016 - August 2017

    • Project “Tales of Lunea" is an immersive VR multi-player open world experience developed for HTC Vive and Oculus VR systems using the Unreal game engine

    • Presented at PAX West 2017, IFest 2017 and Power of Play 2017, GE2 2016

    • Responsibilities included ensuring artistic consistency, managing a team of up to ten artists, custom asset design, texturing and retopology of existing assets, optimization of assets and textures for scalable performance in VR

    • Tools used: Blender, Maya, Substance Painter, Substance Designer, World Machine, Marvelous Designer, Photoshop, UE4, SVN

    www.talesoflunea.com

  • Environment Artist at Zombie's Delight Studio (non-commercial)
    Kirkland, United States of America
    January 2016 - August 2016

    • Project “Trek” was developed as a part of a Game Development Club at Lake Washington Technical Institute and was successfully presented at PAX2016, IFest 2016 and Power of Play 2016

    • Directed the overall stylistic of a VR experience based on the movie Labyrinth (1986) using Unreal Engine and Oculus Rift DK-2

    • Managed the work of five student artists, development schedules, technical and stylistic requirements

    • Developed in-game assets using Maya, Photoshop, Substance Designer & Substance Painter

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