Hi, I’m Denis Sirenko — a Game Artist / Visual Generalist working with sci-fi worldbuilding, technical objects, textures/materials, procedural workflows, and 2D/3D visual production.
I like sci-fi where technology behaves like technology, not like a prop. My work usually sits between art and production: technical sci-fi objects, materials, in-game illustrations, environment visuals, compositing, and custom production workflows.
Since 2015, I’ve been working on Empire: Peripheral Wars — an indie PC real-time space strategy game by Corris Studio. My role covers a broad range of visual tasks, from texture and material work to in-game illustrations, backgrounds, and visual production pipelines.
I have an engineering background, and it shapes how I think about form, scale, materials, structure, and visual plausibility.
Available for remote work: full-time or part-time, 20–40 h/week.
Tools: Photoshop, Blender (with Geometry Nodes), Substance 3D Painter, 3ds Max.
Corris Studio — small indie studio developing "Empire: Peripheral Wars", a real-time space strategy game for PC
Worked as the main Visual Generalist on a long-term project, covering a wide range of tasks: texture and material work, in-game illustrations, backgrounds, and custom production workflows.
• Worked with a large pool of 60 ships: prepared and refined ships for the game, helped bring varied materials and textures to a consistent visual standard, adjusted materials, smoothing and shading, made minor mesh fixes, and checked asset behavior in the studio’s custom game engine.
• Developed a dedicated workflow for producing textures and materials for a group of 30 ships. The process involved a complex shader for working with specially prepared donor textures from other ships, UV work, and baking auxiliary and final texture maps. Fully applied this workflow to 15 ships.
• Created sci-fi ship illustrations for the in-game encyclopedia: lighting, material refinements, space backgrounds, Photoshop compositing, and final image finishing based on provided ship assets.
• Created 2D and 2D+3D narrative illustrations for loading screens and in-game events.
• Created 95 space backgrounds and their components: nebulae, planets, stars, and deep star fields. Used Photoshop, Blender, Terragen, and combined procedural and 2D/3D techniques for component rendering and final compositing.
• Created a series of 30 detailed planet images in 10 biome types for game backgrounds, using satellite imagery and Photoshop compositing.
• Prepared assets for integration into the studio’s custom game engine, taking into account its technical requirements and graphics pipeline specifics.
• Created semi- and fully automated workflows for recurring tasks: generating texture elements, background components, post-effects, blockouts, and other production elements. These workflows accelerated the production of dozens of content items by a single artist while helping maintain visual consistency.
• Prepared instructions for repeatable processes: standards and workflows for textures and materials, asset preparation for engine integration, rules for preparing in-game images, technical limitations, and ways to speed up routine tasks.
Digital Art Club — on-site digital painting school
• Taught digital painting and basic CG approaches to adult and younger students in an in-person format.
• Explained the fundamentals of visual art: composition, perspective, space, form, light, color, textures and materials, techniques and workflows in Photoshop and PaintTool SAI, and the process of developing a concept from idea/sketch/blockout to final result.