Alina Vaneskehyan is a Lead Environment & Level Artist and 3D Instructor with 7+ years crafting stylized and semi-realistic game worlds for PC and mobile, skilled in modular kit creation, lighting-driven mood, and performance-focused optimization. She spans the full production pipeline—from blockout and composition to final polish in Unreal Engine and Unity—and has shipped work on titles like Don’t Be Afraid 2 and multiple mobile projects. Comfortable mentoring and running cross-team workflows, she shapes both art quality and efficient asset pipelines while preparing students for industry-ready portfolios. Her hands-on contributions extend into open-source tooling and level design, including iterative FPS level work in the cross-platform Castle Engine repo, showing a practical blend of artistic vision and technical iteration. Based in Wrocław and open to remote or hybrid roles, she brings a background in animation, graphic design and formal art education that informs her strong sense of composition and storytelling.
3 years of coding experience
Kursintyg, Swedish Language and Literature, Kursintyg, Swedish Language and Literature at Folkuniversitet
Bachelor’s Degree, Master in Graphic design and 3DsMax modeling & visualization, Bachelor’s Degree, Master in Graphic design and 3DsMax modeling & visualization at YAFA ( Yerevan State Academy of Fine Arts)
Attestation of secondary Education, Additional specialization on Russian language, Attestation of secondary Education, Additional specialization on Russian language at Russian-oriented Armenian School no. 38
Cross-platform (desktop, mobile, console, web) 3D and 2D game engine. Powerful visual editor. Support for glTF, X3D, IFC and more. Fast clean code using modern Pascal. Free and open-source.
Role in this project:
Full-stack Developer (Game Level Designer)
Contributions:32 commits, 26 pushes in 3 months
Contributions summary:Alina primarily focused on the development of the FPS game level within the castle engine. Their commits demonstrate iterative changes to the level's 3D model, including adding boxes, fixing sizes, adding textures, details like stairs, doors, and furniture, as well as updating the terrain and steam trees. These changes involved modifications to .gltf and .bin files, which likely represent the 3D model and associated data for the game level.
Find and Hire Top DevelopersWe’ve analyzed the programming source code of over 60 million software developers on GitHub and scored them by 50,000 skills. Sign-up on Prog,AI to search for software developers.
Request Free Trial
Alina Vaneskehyan - 3D Artist Instructor at SODA GAMING ACADEMY