Denis Akulov
Denis Akulov
Senior World Builder at Ripple Effect Studios
Irvine, United States

Summary

I am a passionate and experienced 3D Environment Artist with over 10 years of creating immersive worlds for AAA games like Call of Duty, Battlefield, Apex Legends, and Atomic Heart. My expertise spans across open-world design, modular asset creation, vegetation systems, and level art, delivering visually stunning and performance-optimized environments that enhance player experiences.

Throughout my career, I’ve led and collaborated with multidisciplinary teams, working closely with level designers, technical artists, animators, and external partners to align creative vision with gameplay requirements. My ability to manage complex projects, combined with a deep understanding of industry tools like Unreal Engine, Frostbite, Maya, ZBrush, and Substance Painter, ensures seamless execution from concept to completion.

Key highlights of my work:

World-Building: Developed iconic maps and open worlds with a focus on storytelling, visual clarity, and gameplay balance.
Leadership: Mentored artists, conducted hiring processes, and supported team growth while assisting leads.
Technical Expertise: Created vegetation pipelines, optimized environments for performance, and contributed to improving tools and workflows in collaboration with technical departments.

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Skills

Environment ModelingLightingLow-poly ModelingTexturingSculptingHigh-poly ModelingTexture Bakinglevel art

Software proficiency

3ds Max
3ds Max
Maya
Maya
Mudbox
Mudbox
Photoshop
Photoshop
Substance 3D Painter
Substance 3D Painter
Substance 3D Designer
Substance 3D Designer
Marmoset Toolbag
Marmoset Toolbag
Unreal Engine
Unreal Engine
ZBrush
ZBrush
World Machine
World Machine
xNormal
xNormal
Quixel Suite
Quixel Suite
Substance B2M
Substance B2M
Megascans
Megascans

Productions

    • Video Game
      Battlefield
    • Year
      2029
    • Role
      Senior World Builder
    • Company
      Ripple Effect Studios
    • Video Game
      Apex Legends
    • Year
      2019
    • Role
      Senior Environment Artist
    • Company
      Respawn Entertainment
    • Video Game
      Call of Duty: Modern Warfare 3
    • Year
      2023
    • Role
      Senior Environment Artist
    • Company
      Activision
    • Video Game
      Call of Duty: Modern Warfare 2
    • Year
      2022
    • Role
      Senior Environment Artist
    • Company
      Activision
    • Video Game
      Call of Duty: Vanguard
    • Year
      2021
    • Role
      Senior Environment Artist
    • Company
      Activision
    • Video Game
      Atomic Heart
    • Year
      2022
    • Role
      Principal open world artist
    • Company
      Mundfish
    • Video Game
      UFL
    • Year
      2022
    • Role
      Lead Environment Artist
    • Company
      Vizor Games(Strikerz)
    • Video Game
      World of Tanks
    • Year
      2014
    • Role
      Senior Level Artist
    • Company
      Wargaming
    • Video Game
      World of Warships
    • Year
      2015
    • Role
      Level Artist
    • Company
      Wargaming

Experience

  • Senior World Builder at Ripple Effect Studios
    Irvine, US
    April 2024 - Present

    • Art ownership of specific zones, from blockout to final delivery, ensuring high-quality art assets met production standards and deadlines.

    • Collaborated closely with Level Design, Producers, Technical Artists, 3D Art Team, Lighting team, VFX, Outsourcing Teams, and the Tools Department to optimize workflows delivery on time the best art quality and improve efficiency.

    • Worked with the Tools Department to develop new tools and enhance existing ones, streamlining the environment art pipeline.

    • Focused on level optimization, ensuring environments were visually stunning while meeting performance requirements across platforms.

    • Delivered polished, immersive environments by assembling levels, integrating photoscans, set dressing, creating materials, and whiteboxing, while maintaining consistency and artistic quality across large-scale maps.

  • Senior Environment Artist at Respawn Entertainment
    San Diego
    January 2023 - April 2024

    • Took ownership of Storm Point and Broken Moon maps, designing key areas such as Space Port, Breaker Wharf, Stasis Array, and Barometer Beach Side, delivering final art for production while maintaining alignment with the overall game vision.

    • Worked closely with Level Design, Producers, 3D Art Teams, Lighting team, VFX, Outsourcing Teams, and Technical Artists to ensure seamless collaboration and high-quality outcomes.

    • Modeled buildings, created environment assets, and developed materials to enhance visual storytelling and maintain artistic consistency.

    • Mentoring artists in different studios for pipelines and content creation techniques

    • Participated in the development of a terrain tool, improving workflows for terrain creation and optimization.

    • Developed levels from concept to completion, addressing visual and technical challenges across departments to deliver immersive, playable environments.

  • Senior Environment Artist at Activision
    San Diego
    October 2020 - January 2023

    • Designed and developed iconic maps such as El Alamein (Vanguard), Embassy, and Breenbergh Hotel (Modern Warfare 2), focusing on realistic landscapes, architecture, and photogrammetry-based assets.

    • Built environments and structures while assembling levels as a Environment artist, working from concept to completion to address visual and technical challenges. Created buildings, objects, and assets using photogrammetry scans to enhance detail and realism

    • Collaborated closely with Level designers, Animators, 3D department, Lighting team, Environment lead, technical artists, and external partners to ensure quality and efficiency in asset production and level integration.

    • Streamlined optimization workflows to enhance performance across platforms, balancing visuals and stability for multiplayer maps.

  • Principal Open world artist at Mund Fish - Atomic Heart
    Moscow
    July 2020 - November 2020

    • Worked as a Principal Open World Artist, creating vegetation assets and conducting quality checks for both open-world environments and vegetation to ensure consistency and optimization.

    • Developed key open-world environments as a Level Artist, focusing on unique stylistic details and addressing technical challenges to deliver visually compelling and playable spaces.

    • Designed complex modular assets and implemented workflows that simplified production processes, improving scalability for future expansions.

    • Conducted open-world quality checks, ensuring seamless integration of assets, lighting, and terrain to meet project standards.

    • Designed environments that supported storytelling through thoughtful placement of visual cues and environmental details.

  • Lead Environment Artist at Vizor Games / Strikerz
    Minsk
    July 2019 - July 2020

    • Led a team of six artists in the creation of stadiums, objects, materials, and lighting setups, ensuring high-quality, optimized environments for the game.

    • Oversaw concept design and set dressing for key areas, aligning visuals with the project’s creative vision and gameplay requirements.

    • Conducted interviews and hired new team members, building a strong, collaborative environment art team.

    • Collaborated with the marketing department to deliver visually compelling assets for promotional materials and trailers.

    • Participated in strategic project planning alongside producers and department leads to meet milestones and optimize production pipelines.

    • Provided regular training and mentorship to team members, improving their technical and artistic skills.

  • World of Tanks(PC) at Wargaming
    Minsk
    December 2016 - July 2019

    • Designed and implemented complex environments for iconic World of Tanks maps, balancing gameplay and visual style to enhance player experience.

    • Worked closely with level designers to refine layouts and create the best possible gameplay experience, collaborating with the 3D art team and outsourcing partners to ensure asset quality and consistency.

    • Partnered with the tools department to improve the engine and streamline tools for artists, enhancing workflow efficiency.

    • Assisted the team lead with managing tasks and team coordination while mentoring new artists, helping them adapt and integrate into the team.

    • Completed management courses to strengthen leadership skills, supporting team development and fostering a productive, creative environment.

  • World of Warships at Wargaming
    Saint-Petersburg
    February 2015 - December 2016

    • Contributed to environment art for key maps, delivering high-quality visuals that enhanced the player’s experience.

    • Created environments through modeling, sculpting, and texturing, focusing on accuracy, realism, and optimization for gameplay.

    • Implemented lighting setups to achieve immersive atmospheres and highlight visual storytelling within the levels.

    • Worked as a World Builder, assembling and fine-tuning large-scale environments while ensuring seamless integration of assets and gameplay elements.

    • Collaborated closely with level designers, technical artists, and the 3D art team to align environments with both visual and performance goals.