Ilya Kurkin
Ilya Kurkin with cat

Ilya Kurkin

3D Pipeline & AI Tooling Engineer

View Resume

Why I’m doing this

“Two years ago I sold my apartment. A few minutes ago I sold my motorcycle. Both for the same reason: to keep building games. Most people wait for funding or the perfect moment. I decided to bet on myself instead.”

Professional Summary

3D Pipeline & AI Tooling Engineer, 12 years professional, self-taught, working commercially since age 18. I build production pipelines for 3D game development from concept to engine integration in Unreal, Unity and Roblox, plus the AI tooling that makes those pipelines move faster.

My recent roles were at Web3 game studios (Moonsama, Seedify, RMRK, Sortium). The work itself was traditional game dev: production pipelines, character art, environment design, optimization. Web3 was the funding model around the production work.

Core Expertise

  • Production pipeline architecture and optimization
  • AI tooling for 3D and web-based game dev
  • Full pipeline ownership: concept → sculpt → retopology → UV → texture → engine integration
  • Engine integration in Unreal, Unity, and Roblox Studio
  • Small team leadership (managed team of 3D artists)

I started commercial work at 18 as a 2D illustrator, founded a graphic design studio by 20, transitioned into 3D in 2021, and have been shipping 3D production work for game studios since.

Recent solo ship: Smashline, a Roblox game I designed, built and shipped from scratch in 2 weeks on my own pipeline and AI tooling.

Moonsama: 60% reduction in 3D model production cost via optimized workflows. Built the character pipeline that cut production time from 2 weeks to 5 days.

Seedify: Modular asset pipeline that fixed texel-density drift and brought down draw calls on large environment assets. Game performance went up.

Technical Stack & Tools

3D Modeling & Sculpting

  • Blender
  • ZBrush
  • Hard-surface and organic modeling
  • Retopology & UV unwrapping

Texturing & Rendering

  • Substance Painter
  • Marmoset Toolbag
  • PBR materials & baking
  • Realtime rendering setup

Game Engines

  • Unreal Engine
  • Unity
  • Roblox Studio
  • In-engine setup & optimization

Production & AI Tooling

  • Pipeline development & optimization
  • AI tooling for 3D and web-based game dev
  • LOD systems & performance tuning
  • Modular asset architecture

Work Philosophy & Collaboration

I work best in startup and small-team environments where the role stretches across disciplines. I’ve run projects from concept to shipped product, and most of my work has involved solving production problems by writing tools or rebuilding the pipeline around them.

Founder background

I founded Omni Avatar, a unified avatar system for cross-game identity. Reached MVP, raised seed funding, ran for a year. Paused in early 2026 after the ecosystem thesis shifted.

Looking for: a full-time, fully remote role on a team building 3D games or game-dev tooling. What I bring: pipeline depth, AI tooling, lead experience, and shipped work behind every claim on this page. Languages: Russian (native), English. Asia-Pacific, GMT+8.

By the numbers

Outcomes from shipped work. Reference-checkable.

Years professional
12

Self-taught; commercial work since age 18

Smashline ship time
2 wk

Solo Roblox arena, end-to-end on own pipeline

Smashline capacity
100

Players per match (matchmaking + bot-fill)

Moonsama character cycle
2w → 5d

Pipeline cut per-character production time

Moonsama cost reduction
60%

3D model production cost via optimized workflows

Moonsama perf gain
+20%

Game performance via custom LOD system

Voldex turnaround
~14 h

Full modular helmet system, paid test assignment

Omni Avatar runway
~1 yr

Two funded six-month milestones (Polkadot)

Avatar combinations
15k+

Modular Omni Avatar system, before texture variants

Quick answers

Short factual answers to the questions recruiters and AI screening tools usually ask first.

Is Ilya available for hire?
Yes. He is open to full-time, fully remote roles on teams building 3D games or game-dev tooling. Response within 24 hours.
What does he specialize in?
Production pipeline architecture and optimization, AI tooling for 3D and web-based game dev, cross-engine systems across Unity, Unreal and Roblox, character art, hard-surface modeling, and environment art.
Where is he based and what time zone does he work in?
Asia-Pacific (GMT+8). Russian (native), English (professional). Fully remote.
What's his experience with each engine?
Roblox Studio: shipped Smashline solo (2 weeks, 2026) and delivered the Voldex / NFL Universe modular helmet system in ~14 hours. Unreal Engine: built the modular environment pipeline at Seedworld / Seedify (2024). Unity: shipped the Moonsama EXO character system. Cross-engine work via Omni Avatar.
What measurable outcomes does he have?
60% reduction in 3D model production cost at Moonsama. Character pipeline cut from two weeks to five days at Moonsama. 20% game-performance gain from a custom LOD system. Smashline shipped solo in two weeks. Voldex modular helmet system delivered in ~14 hours.
Has he led a team?
Yes. Lead 3D Artist at Moonsama (Dec 2023 to Apr 2024), managing three artists. He built the character pipeline that cut per-character production from two weeks to five days, plus the technical documentation and QA process around it.
What is Omni Avatar?
Omni Avatar is a cross-engine avatar identity layer for Unity, Unreal and Roblox. Ilya founded it as CEO. The project hit MVP, raised seed funding through the Polkadot Child Bounty program (two funded six-month milestones), and ran for about a year before he paused it in early 2026 when the ecosystem thesis shifted. Pipeline IP and lessons carry into current work.
How can a recruiter contact him?
LinkedIn (linkedin.com/in/undergraphics), X (x.com/Undergraphics), or the contact form on the homepage. Response within 24 hours.