![](https://static.wixstatic.com/media/1ff414_9c7da8cdaa5a48f9b6bd039243d4a8c4~mv2.gif/v1/fill/w_720,h_406,al_c,lg_1,pstr/1ff414_9c7da8cdaa5a48f9b6bd039243d4a8c4~mv2.gif)
MADE WITH:
AUTODESK MAYA
SUBSTANCE PAINTER
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I wantet do try and create fantasy characters in 3D, and rather than creating one of my own and sketching those, I used a reference picture from internet, something I could try and re- create in 3D. I used this picture of a mage from the artist "Sephiroth-Art" on Deviantart. The only thing I did here was re-creating this picture in 3D and texturing this in Substance Painter.
After I was done with this, I continued playing with some new techniques I recently learned, and tried to give it a cartoonish look to it.
MADE WITH:
AUTODESK MAYA
SUBSTANCE PAINTER
​
I wantet do try and create fantasy characters in 3D, and rather than creating one of my own and sketching those, I used a reference picture from internet, something I could try and re- create in 3D. I used this picture of a mage from the artist "Sephiroth-Art" on Deviantart. The only thing I did here was re-creating this picture in 3D and texturing this in Substance Painter.
After I was done with this, I continued playing with some new techniques I recently learned, and tried to give it a cartoonish look to it.
MADE WITH:
Autodesk Maya
Unreal Engine
Substance Painter
​
I always liked the look and architecture of the medieval age, and even more of the Victorian age. I liked them in games, too, and combined this with a low poly harbor in the style of the story- driven game, HERALD.
This scene contains two different houses that are reused constantly with only a change in the tint of the textures, and this entire scene is completed with moving dynamic water, the ship that slowly moves on the water and smoke that was coming from the chimney. The tint of the entire scene is warm and it has dynamic lightning and minimal shadow to give a cartoonish and low poly feeling to it.
MADE WITH:
Autodesk Maya
Unreal Engine
Substance Painter
​
I always liked the look and architecture of the medieval age, and even more of the Victorian age. I liked them in games, too, and combined this with a low poly harbor in the style of the story- driven game, HERALD.
This scene contains two different houses that are reused constantly with only a change in the tint of the textures, and this entire scene is completed with moving dynamic water, the ship that slowly moves on the water and smoke that was coming from the chimney. The tint of the entire scene is warm and it has dynamic lightning and minimal shadow to give a cartoonish and low poly feeling to it.
MADE WITH:
Autodesk Maya
Unreal Engine
Substance Painter
​
I always liked the look and architecture of the medieval age, and even more of the Victorian age. I liked them in games, too, and combined this with a low poly harbor in the style of the story- driven game, HERALD.
This scene contains two different houses that are reused constantly with only a change in the tint of the textures, and this entire scene is completed with moving dynamic water, the ship that slowly moves on the water and smoke that was coming from the chimney. The tint of the entire scene is warm and it has dynamic lightning and minimal shadow to give a cartoonish and low poly feeling to it.
MADE WITH:
Autodesk Maya
Unreal Engine
Substance Painter
​
I always liked the look and architecture of the medieval age, and even more of the Victorian age. I liked them in games, too, and combined this with a low poly harbor in the style of the story- driven game, HERALD.
This scene contains two different houses that are reused constantly with only a change in the tint of the textures, and this entire scene is completed with moving dynamic water, the ship that slowly moves on the water and smoke that was coming from the chimney. The tint of the entire scene is warm and it has dynamic lightning and minimal shadow to give a cartoonish and low poly feeling to it.
MADE WITH:
Autodesk Maya
Unreal Engine
Substance Painter
​
I always liked the look and architecture of the medieval age, and even more of the Victorian age. I liked them in games, too, and combined this with a low poly harbor in the style of the story- driven game, HERALD.
This scene contains two different houses that are reused constantly with only a change in the tint of the textures, and this entire scene is completed with moving dynamic water, the ship that slowly moves on the water and smoke that was coming from the chimney. The tint of the entire scene is warm and it has dynamic lightning and minimal shadow to give a cartoonish and low poly feeling to it.
A speed modelling assigment at school, where we needed to speed model the table that our teacher set up for us. We did it under 4 hours in-class.
Game Design & Production - Narrative and Level designer
Thats Me
Shall I introduce myself?
My name is Beyza Opoz and I am a recent Game Design graduate from Breda University of Applied Science.
Aspiring Narrative and Level designer. Passionate about creating meaningful stories and quests for players to experience.
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My previous education at BUAS has helped me develop my skills and passion for these two roles even further by working on projects bigger than what I have been imagining. Projects where I can develop my narrative skillset further and test its' limit with the freedom we have, and experiment around without consequences.
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When working in a team, I value collaboration and teamwork above anything else, with a consistent workflow I follow to achieve my weekly sprint goals as great as possible. I am open to taking risks and experimenting with different roles, improving my knowledge on the various aspects of game dev, including blueprinting, feature, and/or system design.
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I am very passionate about developing my skillset even further, given the chance!
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I'm open to work!
![](https://static.wixstatic.com/media/1ff414_ed57de25cf064912a7a55407871e5e08~mv2.jpg/v1/fill/w_220,h_226,al_c,q_80,usm_0.66_1.00_0.01,enc_avif,quality_auto/1ff414_ed57de25cf064912a7a55407871e5e08~mv2.jpg)
My interest in both of these roles began years ago, around 2009 as I created my first few levels for a platformer game on an online game-maker website, meant for kids. Ever since then I had a growing interest in creating and developing my own worlds with stories, various missions, and characters.
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Aside from level design, I grew up writing stories for both the imaginative worlds I have been creating and short stories altogether before releasing my first book in 2016.
SOFTWARES
//Maya
//Cinema 4D
//3D Max
//Substance Painter
//Unity
//Unreal Engine
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//Indesign
//Illustrator
//After Effects
//Premier Pro
//Office
//Photoshop
//3D and graphical artist (degree)
//Game designer
//Feature designer
//Level designer
//Narrative Designer