About
To learn more about me, what I do,
and ways to reach me
About
To learn more about me, what I do,
and ways to reach me
I’m Saurav Sinha, a 3D Artist & Technical Artist with a strong focus on 3D graphics rendering, asset development, shader programming, and asset optimization.
With a deep-rooted passion for game development, I constantly explore new visual techniques and effects to push creative and technical boundaries. I actively engage in hobby projects as a way to experiment, learn, and evolve my skills—always staying curious and open to innovation.
I also enjoy sharing knowledge and supporting fellow developers in their journey. My background in art gives me a critical eye for detail, helping me evaluate visual work—both mine and others’—to offer constructive direction and creative suggestions.
[Self Employed]
[Freelancing || Game Development]
Worked on various freelance projects involving shader development, tool creation, and Blueprint programming for multiple clients, delivering custom solutions tailored to their project needs.
Additionally, I began development on my own game, Space Nemesis, taking it from the ground up—handling everything from character creation and concept art to gameplay programming, UI design, and overall game direction.
[Mayhem Studios]
[Senior 3D Artist]
Initially worked on an unreleased title, Underworld Racing, and later on Underworld Gang Wars as a 3D Artist and Art Manager. My responsibilities included overseeing and reviewing assets developed by external teams, creating environment assets, optimizing assets for performance, and developing foliage using SpeedTree. I played a key role in maintaining visual consistency and ensuring assets met the project's technical and artistic standards.
[Outlier Games]
[3D Generalist]
Worked as both a Concept Artist and Character Artist for the game Deliverance, contributing to the visual development of characters from initial concept sketches to final 3D models. Responsible for defining character aesthetics, ensuring consistency with the game’s tone and narrative.
[MaxPlayGames]
[3D Artist || Technical Artist]
I worked on multiple projects in Unity, where I was primarily responsible for asset creation and optimization. My tasks included preparing and integrating 3D assets for mobile games, ensuring they were performance-friendly and visually consistent with the project’s style and technical constraints.
[Outlier Games]
[Game Artist]
I worked on multiple 2D and 3D projects, primarily focusing on concept art and 3D asset creation. My responsibilities included designing and modeling characters, props, and other game-ready assets, contributing to both the visual direction and production quality of each project.
[Lakshya Digital]
[Intern]
As an intern, I gained hands-on experience with the full pipeline for creating industry-quality assets and props. I also had the opportunity to contribute to asset development for Kingdom Hearts III, which gave me valuable insight into professional workflows and quality standards in AAA game production.
[Graduation]
BSc Game & Interactive Media Design
ICAT Design & Media College
[Higher Secondary Schooling]
WIPS Jr College
[School]
Gurukul Grammar Sr Secondary School
Software
Substance Painter
Substance Designer
Autodesk Maya
ZBrush
Adobe Photoshop
SpeedTree
Game Engines
Unreal Engine
Unity 3D
Programming Languages & Scripting
C#
HLSL (High-Level Shading Language)
Unreal Engine Blueprints
Version Control
Git
Perforce
SVN