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Denis Sirenko
Denis Sirenko
Game Artist / Visual Generalist
Tunis, Tunisia

Summary

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.

Skills

Game Art3D GeneralistVisual GeneralistSci-FiTechnical Sci-FiHard SurfaceTexturingPBR TexturingMaterialsUV MappingTexture BakingRenderingLightingCompositingMatte PaintingDigital PaintingIllustrationVisual DevelopmentConcept ArtProcedural ModelingGeometry NodesBlenderPhotoshopSubstance 3D PainterShader NodesTexture MappingTexture Artist3D ModelingTechnical illustrationScientific Illustration

Software proficiency

Photoshop
Photoshop
Blender
Blender
Substance 3D Painter
Substance 3D Painter
3ds Max
3ds Max
Terragen
Terragen
After Effects
After Effects
Mandelbulb 3D
Mandelbulb 3D
PaintTool SAI
PaintTool SAI

Productions

    • Video Game
      Empire: Peripheral wars
    • Year
      2028
    • Role
      Game Artist / Visual Generalist
    • Company
      Corris studio

Experience

  • Game Artist / Visual Generalist at Corris studio
    Moscow, RU
    August 2015 - Present

    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 Painting & CG Instructor at Digital Art Club
    Saint Petersburg, RU
    September 2021 - November 2021

    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.