
ABOUT ME
I am Kanakina Ekaterina, an Unreal Engine Artist specializing in level-design, character design, texturing, and cinematic lighting.
I work across the 3D pipeline, from sculpting and texturing characters, props, and environments to assembling scenes, creating materials, setting up lighting, and producing cinematic renders. I focus on creating visually cohesive environments and bringing 3D assets to life through real-time workflows in Unreal Engine.

Working with me means having one artist who can take an idea from an initial concept to a polished scene.
Whether you are working on a cinematic, game project, portfolio piece, or visual concept, I can help build a consistent visual language and bring your ideas to life in Unreal Engine.
SKILLS
HARDSKILLS:— Character Design: concept-art, digital sculpting, character modeling, retopology, UV layout — Texturing & Materials: PBR texturing, material creation, stylized surface detailing — Environment Art: environment and location modeling, asset placement, set dressing, and scene composition — Lighting: real-time lighting, cinematic lighting, mood and atmosphere, composition, and lighting setupsSOFTWARE:Autodesk Maya, Blender, Zbrush, Adobe Substance Painter, Motion Builder, Unreal Engine 5
AGATHA
I worked on Agatha, starting with her initial concept and bringing her into a 3D character. My work included digital sculpting, modeling, texturing, material creation, and lighting of the final cinematic in Unreal Engine 5. Throughout the process, I focused on translating her personality and distinctive appearance into a cohesive visual design, combining different stages of the 3D pipeline into a finished result.
Concept art
Every year, Agatha must fulfil her duties as the Spirit of the Holiday Season — visiting people and bringing them happiness, prosperity, and good fortune. But despite her important role, Agatha is incredibly lonely. Ordinary mortals tend to be frightened of the big goat, making it difficult for her to find companionship.


In addition, I created Agatha’s companion, a little goat named Lopushok. My work included digital sculpting, 3D modeling, texturing, and rigging as well. I developed his character to complement Agatha’s design and personality, and integrated him into the final cinematic, bringing their relationship to life through animation and visual storytelling.


Props
FROM CONCEPT-ART TO FULLY-RIGGED MODEL
I brought the cinematic to life in Unreal Engine, composing shots, and shaping the overall visual narrative. Character animations were hand-keyed in Autodesk Maya, with a focus on expressive performances, movement, and natural motion. I then integrated the animations into Unreal Engine, combining them with cinematic camera work to create a cohesive final sequence.
STARLIGHT ADVENTURE
After being punished for her misbehaviour, Mira finds herself locked in the attic, surrounded by the belongings of her late grandfather, an astronomer. As she explores the forgotten objects, she gradually immerses herself in a world of memories and imagination.
As a part of a group project, I developed this game, working on level-design, scene composition, lighting, and atmosphere. I also implemented gameplay mechanics that allow the player to trigger cinematic sequences, directed the cutscenes, set up cameras, and created character animations. My goal was to combine interactive gameplay with cinematic storytelling to create an immersive and visually engaging experience for players.








