3D artist working in hard surface
Hi, I'm Mert, a 3D artist and generalist based in Istanbul.
Since 2021 I've worked across games and marketing, focused on hard-surface modeling, props and lighting.
The "Yuletide" pistol was designed for the Crystal Siege event in Critical Strike, a mobile first-person shooter. The concept blends sci-fi and Christmas themes into one distinctive weapon design.
The high-poly mesh was built entirely in Plasticity. Baking was done in Marmoset Toolbag, and all texturing was handled in Substance Painter.
Hope you enjoy it!











AMARI is a blueprint weapon concept built around an angelic event theme, with winged gold detailing and glowing inner cores.
I created the concept and handled the full workflow, from blockout to final render. It's a real-time, game-ready asset: one material, one UV map, 9,706 tris.







Hero's Shield is a game-ready, equippable prop built for a first-person shooter mobile game. It blends medieval and fantasy aesthetics, with gold patterns, iron spikes and heavy chains, inspired by a mythological event.





Driftmaster is a weapon concept built for "Deadly Drift", an in-game event for the mobile shooter Critical Strike. The whole concept, including the silhouette, was designed directly in 3D with a blockout-first approach, turning automotive parts (engine headers, a nitrous bottle, a coil-over) into a firearm.
Built game-ready for mobile: a single material, 11,248 triangles.






A weapon concept made for a first-person mobile shooter. I modeled it in Blender and ZBrush, textured it in Substance Painter, and rendered the presentation shots in Marmoset.
It's built game-ready: a single UV map and one material, 10,783 triangles. Textures are 4K on the renders and capped at 1K in-game. I also used Unreal Engine for the social media and portfolio shots.







A marketing cinematic for Match Villains, a mobile match-3 game by Good Job Games.
I started from a simple animatic sketch and built it from there. I set up the shots, cameras and composition myself. Modeled and textured in Blender and Substance Painter, edited in After Effects, and rendered with Flamenco.
A marketing cinematic for Match Villains, a mobile match-3 game by Good Job Games.
Here the goal was to mix a cinematic feel with real gameplay. I set up the shots, cameras and composition from an animatic sketch. Modeled and textured in Blender and Substance Painter, edited in After Effects, and rendered with Flamenco.
A marketing cinematic for Match Villains, a mobile match-3 game by Good Job Games.
The models, textures and materials are all mine. I handled the lighting, rendering, compositing and the SFX/VFX work in Blender, Substance Painter and After Effects.