Mukesh Bawari

Product Engineer

Pune, Maharashtra, India5 yrs 6 mos experience
Most Likely To Switch

Key Highlights

  • 4+ years of experience in AAA game titles
  • Expert in creating optimized 3D assets for AR/VR
  • Strong collaborative mindset with a focus on quality
Stackforce AI infers this person is a 3D Artist specializing in Gaming and AR/VR industries.

Contact

Skills

Core Skills

3d ModelingTexture ArtistAugmented Reality (ar)

Other Skills

Hard Surface ModelingEnvironment ArtModular AssetsUVsLODsPBR TexturingOptimizationRetopologyPrdFigmaUser Interface DesignUser Experience (UX)User ResearchMixpanelVibe coder

About

Detail-oriented and production-driven 3D Hard Surface / Environment Artist with 4+ years of professional experience working on AAA game titles and AR/VR projects. Experienced in delivering game-ready, optimized assets for real-time pipelines, with hands-on contributions to projects like FIFA, F1, Battlefield 2042, Battlefield 6, and immersive virtual showrooms for brands such as Tata, Hero, and Royal Enfield. Known for a strong work ethic, adaptability, and collaborative mindset, with a constant focus on quality, performance, and realism. Passionate about learning, refining workflows, and contributing to high-impact interactive experiences.

Experience

5 yrs 6 mos
Total Experience
1 yr 1 mo
Average Tenure
1 yr 9 mos
Current Experience

Leons

3D Artist

Aug 2024Present · 1 yr 9 mos · Pune, Maharashtra, India

  • Worked as a 3D Artist at Leons Digital, contributing to AAA Battlefield titles by creating high-quality, game-ready architectural assets and environment props designed for large-scale, realistic combat environments.
  • Roles & Responsibilities:
  • Created AAA-quality architectural buildings and environment hard surface props following Battlefield’s realistic art direction.
  • Modeled assets using real-world references, blockouts, and design guidelines, ensuring accurate scale and modularity.
  • Performed UV mapping, and LOD creation to meet real-time performance budgets for large open maps.
  • Authored PBR textures with a focus on realism, material consistency, and environmental storytelling.
  • Built modular assets to support efficient environment assembly and level design workflows.
  • Optimized assets for performance, memory usage, and draw calls without compromising visual fidelity.
  • Collaborated closely with environment artists, level designers, and art leads to ensure seamless integration into game levels.
  • Integrated and validated assets in the game engine, checking lighting, scale, and visual consistency.
  • Followed AAA pipelines, naming conventions, and version control standards throughout production.
  • Iterated on assets based on internal reviews, playtests, and performance feedback.
  • Tools & Pipeline:
  • Maya, Substance Painter, Photoshop,,Frostbite | Hard Surface Modeling, Environment Art, Modular Assets, UVs, LODs, PBR Texturing, Optimization
3D ModelingTexture ArtistHard Surface ModelingEnvironment ArtModular AssetsUVs+3

Sunovatech

3D Artist

Dec 2023Aug 2024 · 8 mos · Delhi, India · On-site

  • Worked as a 3D Artist at Sunovstch on an AR/VR first-person shooter game, creating game-ready, optimized assets tailored for immersive, real-time gameplay while meeting strict performance constraints of AR/VR platforms.
  • Roles & Responsibilities:
  • Created high-quality hard surface assets including weapons, props, and interactive environment elements for an AR/VR FPS experience.
  • Modeled assets using real-world and concept references, ensuring correct scale, proportion, and first-person readability.
  • Performed retopology, UV mapping, and LOD creation to achieve optimal performance in AR/VR.
  • Authored PBR textures in Substance Painter with a focus on material realism and visual clarity in close-up, first-person views.
  • Optimized assets to meet frame-rate and memory budgets critical for AR/VR gameplay.
  • Collaborated closely with game designers, developers, and art leads to ensure assets supported gameplay mechanics and user immersion.
  • Integrated assets into the real-time engine, validating lighting, shaders, scale, and interaction.
  • Followed production pipelines, version control, and quality standards throughout development.
  • Iterated on assets based on playtesting feedback and performance profiling.
  • Tools & Pipeline:
  • Maya, Blender, Substance Painter, Photoshop, Unreal Engine | Hard Surface Modeling, Retopology, UVs, LODs, PBR Texturing, AR/VR Optimization
3D ModelingAugmented Reality (AR)RetopologyUVsLODsPBR Texturing

Technicolor games

3D Artist

Sep 2022Dec 2023 · 1 yr 3 mos · Bengaluru, Karnataka, India · Remote

  • Worked as a 3D Artist at Technicolor Games on the FIFA franchise, contributing to the creation of AAA-quality, game-ready assets following strict realism, performance, and engine standards.
  • Roles & Responsibilities:
  • Created high-quality hard surface assets and props aligned with FIFA’s visual style and real-world references.
  • Performed retopology, UV mapping, and asset optimization to meet real-time performance budgets.
  • Authored PBR textures using Substance Painter, ensuring consistency across materials and lighting conditions.
  • Maintained LOD structures, clean topology, and texel density as per AAA production requirements.
  • Collaborated with art leads, tech artists, and QA teams to integrate assets into the game engine and resolve visual or technical issues.
  • Followed AAA pipelines, naming conventions, and version control workflows throughout production.
  • Iterated on assets based on internal reviews and feedback, ensuring quality and on-time delivery.
  • Tools & Pipeline:
  • Maya, Blender, Substance Painter, Photoshop | Hard Surface Modeling, Retopology, UVs, LODs, PBR Texturing, Optimization
3D ModelingTexture ArtistRetopologyUVsLODsPBR Texturing+1

Metadome.ai

3D Artist

May 2021Sep 2022 · 1 yr 4 mos · Gurugram, Haryana, India · Remote

  • Worked as a 3D Artist at Metadome, contributing to AR/VR-based virtual showrooms for leading brands including Tata, Hero, and Royal Enfield. Responsible for creating high-quality, optimized 3D assets tailored for real-time AR/VR experiences, ensuring both visual realism and performance efficiency.
  • Roles & Responsibilities:
  • Created game-ready hard surface models of vehicles, props, and showroom elements based on real-world references and CAD data.
  • Performed retopology, UV mapping, and LOD creation to meet AR/VR performance constraints.
  • Developed PBR textures using Substance Painter, maintaining brand accuracy and material realism.
  • Optimized assets for real-time rendering in AR/VR, balancing visual quality with device performance.
  • Integrated assets into real-time engines/configurators, ensuring correct scale, lighting, and interaction.
  • Collaborated with designers, developers, and project managers to deliver assets aligned with client requirements and timelines.
  • Followed production pipelines, naming conventions, and version control systems across projects.
  • Iterated on assets based on internal reviews and client feedback to meet brand and quality standards.
  • Tools & Pipeline:
  • Maya, Blender, Substance Painter, Photoshop | Hard Surface Modeling, Retopology, UVs, PBR Texturing, AR/VR Optimization, Real-Time Pipelines
3D ModelingAugmented Reality (AR)RetopologyUVsPBR Texturing

Ananta games

3D Artist

Nov 2020May 2021 · 6 mos · Delhi, India · On-site

  • Worked on the F1 game as a 3D Artist, creating AAA-quality, game-ready hard surface assets with a strong emphasis on real-world accuracy, optimization, and PBR workflows. Collaborated closely with art leads and tech teams to ensure assets met strict visual, performance, and engine standards for real-time gameplay.
  • Tools: Maya, Substance Painter, Photoshop
  • Pipeline: Hard Surface Modeling, Retopology, UVs, LODs, PBR Texturing, Optimization
  • Key Achievements:
  • Delivered production-ready assets aligned with official F1 references and branding
  • Optimized assets for real-time performance without visual loss
  • Followed AAA studio workflows, naming conventions, and quality benchmarks
3D ModelingTexture ArtistRetopologyUVsPBR TexturingOptimization

Education

NextLeap

Associate's degree — Product management

Dec 2025Apr 2026

Delhi University

Bachelor's degree — Accounting

Jun 2018Dec 2021

Arena Animation

Associate's degree

Jun 2018Nov 2020

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