Art reveals your desires.

Introduction
Senior Environment Artist | 7 Years Game Industry Experience
I specialize in creating immersive, high-fidelity environments that don't compromise on performance. With over 7 years of professional experience in the game industry, I bring a level of technical rigor to VRChat that ensures your environment isn't just visual eye-candy, but a technically superior asset built to industry standards."I am currently offering Introductory Rates to build my VRChat portfolio. Get industry-standard quality at a limited-time price.
| Why choose a professional for your VRChat project? |
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| Performance Architecture: I don't just "decorate." I optimize every mesh and material using advanced draw-call batching and texture atlasing. Your world will stay smooth and stable even in instances with 40+ players. |
| High-End Visual Pipelines: Every asset is built using professional PBR workflows (Maya, Blender, Substance Suite, Bakery). This means lighting and materials that react realistically, creating a deep, immersive atmosphere that sets your world apart. |
| Reliability & Speed: No broken textures, no "Very Poor" ranks without a specific reason, and no missed deadlines. You are investing in a specialist who understands the engine and respects your timeline and budget. |
My stores
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Professional Standards
With 7+ years of industry experience, I don't just "build worlds"—I engineer environments. Below are the technical benchmarks I apply to every project to ensure your commission is a masterpiece of both art and optimization.
| Visual Excellence |
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| Physical Based Rendering (PBR): I utilize industry-standard material workflows. Every surface—from weathered leather to polished marble—reacts realistically to light and environmental reflections. |
| Professional Lighting Pipeline: I use advanced light-baking techniques (Bakery/Unity) to create soft shadows, ambient occlusion, and global illumination. This provides superb quality atmosphere with zero impact on real-time performance. |
| Environmental Storytelling: Every scene is composed with professional level-design principles, focusing on spatial flow, focal points, and immersive details that make a world feel "alive." |
| Technical Optimization (The "No-Lag" Guarantee) |
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| Draw-Call Efficiency: By utilizing Texture Atlasing and Static Batching, I significantly reduce the number of draw calls. This allows your world to maintain high FPS even in instances with 40+ players. |
| Geometry & Topology: Every asset is hand made. I eliminate redundant polygons and "ghost" geometry, ensuring a clean, lightweight scene that loads fast. |
| VRAM Management: I aggressively manage texture memory. By correctly scaling and compressing textures (balancing 2K/4K hero assets with 512/1K props), I prevent "Out of Memory" crashes for users on mid-range hardware. |
| Avatar & Interaction Ready |
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| Global Illumination Probes: I strategically place light and reflection probes so that your avatars and dynamic objects pick up the world’s lighting and reflections perfectly as you move. |
| Clean Project Hierarchy: My deliverables feature organized, labeled, and nested Unity hierarchies. If you decide to add your own features later, the project is a professional foundation that is easy to navigate. |
| Collision Engineering: I use primitive colliders (Box/Capsule) instead of complex mesh colliders. This keeps physics calculations low and movement feeling smooth and responsive. |
My works
Projects showcasing my skills and quality i can offer
Commissions
Here you will find every commission i ever worked on
Club Lucky Lynx 18+
| Commission for katana276 & ceasar_draakovich |
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| Step into the elegant nightlife of the 1930's New Orleans French Quarter. A luxurious and excellent performing sanctuary designed for the furry community to relax and unwind. |
| Feedback and reviews available via Discord |
| Final Result |
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| Below you will see the result of my hard work that i performed, from beautiful visuals up to the most smallest technical breakdown you can ever find. |
| The Development |
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| Video showcasing every stage of the development and how it came to its conclusion. |
| The Statistics |
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| 4K Video walkthrough showcasing live the backend statistics of the world through unity stats window. Here you will see information about batches, setpass calls, cpu threads and more. |
| Zoomed the statistics window for a better overview |
| Dev Blog Navigation |
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| Below is presented the whole development process with a detailed breakdown of every single process. |
| The Idea |
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| The project began with an initial first-floor layout designed by ceasar_draakovich. My objective was to translate that layout into a space inspired by the New Orleans Art Deco movement. I wanted to capture the soul of that era, utilizing a palette of deep, contrasting colors to fully immerse guests in a historic yet vibrant atmosphere. |
| Once I joined the project, we collaborated closely to refine the initial concepts. We implemented several quality-of-life improvements and polished the first-floor layout to ensure a better player flow and more intuitive navigation. This phase was crucial, as it established a solid foundation for the rest of the development process. |
| Blockout (Version 1) |
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| With the layout finalized, I moved into the blockout phase. This process was divided into three distinct stages to ensure every detail was accounted for. |
| In the first iteration, I focused heavily on polishing metrics and scale. It was vital to ensure the proportions felt right for the players before moving into high-detail work. This stage acted as my "3D sketch," allowing me to visualize the volume of the club in real-time. |
| One of the primary creative challenges during this phase was the vertical architecture. I had to conceptualize how the second floor would integrate with the first, specifically focusing on how the two levels would converge at the ceiling to create a grand, cohesive interior. |
| Blockout (Version 2) |
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| Following the initial blockout, we conducted a thorough feedback audit. I worked closely with the owners to implement their specific vision, making the necessary structural adjustments to ensure the space met all project requirements. |
| In this second iteration, I began to introduce a preliminary color palette and initial lighting passes. Setting the lighting early in the process is crucial for me, as it allows to define the mood and "read" the environment's depth. This helped us visualize the direction of the atmosphere and ensured the Art Deco theme was translating correctly from concept to 3D space. |
| Blockout (Version 3) |
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| The final blockout iteration was driven by a second feedback audit, where I solidified the lighting and established the core color scheme within Unity. By moving from a greybox into a basic color pass, I could finally see the environment’s personality emerge. |
| I intentionally introduced dark, grey-toned walls at this stage to establish high-contrast anchors. Defining wall colors can be challenging early on, so my philosophy is to start small and iterate. By setting these neutral foundations first, I created a "canvas" that allowed me to push the color scheme further and experiment with bolder Art Deco accents without losing the sense of the space. |
| Texturing Phase (Version 1) |
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| With the blockout approved and everyone aligned on the direction, I moved into the texturing and material polish phase. This is where the environment truly begins to feel like a living space. Like the blockout, this was a three-phase process designed to bridge the gap between simple geometry and a finished, high-fidelity experience. |
| In the first stage of this phase, I focused on neatly tying the assets together while pushing the color scheme further. I took a more experimental approach with the accents, using bold, vibrant colors to make the environment "pop." My goal was to ensure that every surface didn't just look realistic, but specifically served the New Orleans Art Deco aesthetic we established at the start. |
| Texturing Phase (Version 2) |
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| The second stage of the texturing phase was dedicated to high-level refinement and the implementation of "micro-details" that make a world feel lived-in and intentional. |
| I began introducing more complex elements, such as custom carpet symbol guides. This wasn't just an aesthetic choice, it was a functional design move to help guide guests through the space naturally. During this time, I also conducted further lighting experiments, fine-tuning how the light interacted with new material surfaces to ensure the Art Deco accents remained the focal point. This phase is all about pushing those "extra" ideas that transform a static room into an immersive experience. |
| Texturing Phase (Version 3) |
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| As we reached the final stretch, my focus shifted to targeted refinement. In my workflow, the texturing and polishing phases are deeply symbiotic since you cannot truly finish one without the other. As the textures reach their final state, they often reveal areas that need slight geometric adjustments or lighting tweaks to achieve perfect visual harmony. |
| This stage is all about addressing the "friction" in the environment by smoothing out transitions, adjusting material properties (like roughness or metallic values) to catch the light just right, and ensuring that every corner of the club meets the high standards we set at the beginning. It is a meticulous process of constant back-and-forth, ensuring that the final output is a seamless blend of art and technical execution. |
| Polishing Phase |
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| The final stage of development is dedicated to the "invisible" work that separates a hobbyist project from a professional-grade environment. This phase focuses on comprehensive optimization, material refinement, and ensuring a consistent level of quality across every corner of the world. |
| While the visual art is largely complete, this stage involves: |
| - Background Optimization: I perform a deep dive into the environment's performance, optimizing draw calls and texture memory to ensure a high frame rate for all players. |
| - Material Harmonization: I revisit every material to ensure they react correctly to the finalized lighting, creating a seamless visual experience. |
| - Scripting & Backend Testing: A significant portion of this phase is dedicated to technical implementation. I conduct various backend tests and refine scripts to ensure that interactive elements like the teleport systems or lighting triggers that function flawlessly. |
| VIP Hallway: Honeypot |
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| To expand the environment efficiently, the VIP hallways were built using repurposed assets. By leveraging mesh and material batching, I was able to add these engaging new spaces with minimal performance impact—extending the world without compromising the frame rate. |
| VIP Hallway Functionality |
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| I developed a system for the VIP areas to enhance player privacy and immersion. Using a mix of scripting and interactive triggers, the rooms react in real-time to user activity: |
| Dynamic Signage: Interactive displays switch between "Open" and "Busy" based on room occupancy. |
| Privacy Logic: Once a room is locked, entry buttons are hidden and a velvet rope appears in the hallway to signal the room is in use. |
| Anti-Softlock Measures: To ensure the room remains accessible, I’ve implemented logic that automatically unlocks the space if a user crashes or respawns. |
| VIP Rooms |
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| In line with the project's optimization strategy, the VIP Suites were designed using repurposed assets to maintain a high level of detail without increasing the technical load. |
| These spaces were crafted to provide a cozy, intimate atmosphere, complete with a functional privacy lock system controllable from the inside. |
| Dancer Room |
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| The Dancer Room was constructed entirely through strategic asset reuse, utilizing existing meshes and materials to keep the environment lightweight and performance-friendly. |
| The layout was specifically designed for player flow, featuring three mirrors and three distinct performance zones. This allows dancers to spread out evenly, ensuring the area remains open and uncluttered. |
| Dancer room functionality |
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| To further improve movement throughout the club, I integrated a direct teleportation hub. This system features a top-down projection map of the entire venue. The interface is highly intuitive: |
| Interactivity: Dancers can hover over the map to see destination points. |
| Visual Cues: Teleporting points are represented by illuminated lamps. |
| Seamless Travel: Simply clicking on a glowing lamp instantly teleports the user to the corresponding area. |
| By combining visual feedback with functional UI, I’ve ensured that the club is not only beautiful but also effortless to navigate for the dancers. |
| Project Technical Stats |
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| //////////////////////////////////////////////////////////////////////////////// |
| General Information | |
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| Tier | Themed Environment |
| Zones | Main Area, 2 VIP Hallways, 8 VIP Rooms, Dancer Room |
| Size | 32MB |
| Finished | 40 days |
| Technical Stats | |
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| Size on GVRAM | ~300MB |
| Triangles | 450K |
| Material Count | 32 |
| Batches | 100-200 average in the main area. Less then 100 in other parts. |
| SetPass Calls | Less then 100 |
| CPU Threads | 10-11.1 ms at all times |
| PostProcessing | None |
| FPS at all times (PCVR Quest2) | Capped 90 |
Jungle Awards
“NSFW CONTENT — 18+ ONLY”
“Contains artistic nudity and suggestive text.”
Commission for wolf0Turntable showcase of a set of 12 silly awards for The Jungle furry lapdancing club. Designed in just 3-5 days.
Showcase
Cthulhu Cathedral
One of the biggest projects i worked on so far. Everything is made and designed by me except VFX and sounds.
Personal project not for sale made with Unity 6
Creation Showcase
This is the same approach i am using while creating VRC Worlds.
My skills in asset creation and optimization.
| The Professional Advantage |
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| 40+ Player Stability: Engineered with advanced draw-call batching to ensure high FPS during crowded events. |
| Crash Protection: Aggressive VRAM management to prevent "Out of Memory" crashes for mid-range and Quest users. |
| Industry Speed: My 7-year professional pipeline delivers 3-month projects in just 30–45 days. |
| Zero-Lag Visuals: Movie-quality lighting (Bakery) with 0 impact on real-time performance. |
For existing worlds suffering from lag, crashes, or poor lighting. I perform a deep-dive engineering audit to achieve a professional performance rank and peak FPS.
| Scope |
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| Fixing lightmaps, reducing draw calls via mesh optimization, material batching, cleaning hierarchy, and VRAM management. |
| Project Timeline & Delivery |
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| 3 – 5 Days |
| Price |
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| $500 - $850 |
A high-detail, single-room environment (e.g., Luxury Studio, Sci-Fi Lab, Boutique Store). Perfect for high-end private residences or specialized photography hubs.
| Features |
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| Custom-engineered lighting bakes (Bakery), unique PBR materials, and cinematic atmosphere. |
| Client Requirement |
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| Please provide reference images. Projects without references incur a $100 research/moodboarding fee. |
| Project Timeline & Delivery |
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| 14 – 21 Days |
| Price |
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| $750 - $1200 |
A multi-area world (2-4 connected zones) with professional level design. These are built from the ground up to be "Event Ready"—visually stunning but engineered for performance.
| Features |
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| Atmospheric FX, optimized prop placement, and basic interactive scripting (toggles, video players, etc.). |
| Client Requirement |
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| Please provide reference images. Projects without references incur a $100 research/moodboarding fee. |
| Project Timeline & Delivery |
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| 30 – 45 Days |
| Price |
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| $2500 - $4500 |
| The Professional Advantage |
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| Optimized for VRChat: Unlike store-bought assets, my props are built specifically to minimize VRAM impact and draw calls. |
| Production-Ready: Every asset comes with a clean Unity prefab, properly labeled and ready for drag-and-drop implementation. |
| Commercial Quality: You receive a unique asset that no one else in VRChat owns, giving your world or avatar a signature look. |
| Sub-Tiers |
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| Environment: Specialized food, simple furniture, or architectural signage. |
| Avatar: Basic jewelry, footwear, hats, or simple lingerie/underwear pieces. |
| Client Requirement |
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| Please provide reference images. Projects without references incur a $100 research/moodboarding fee. |
| Project Timeline & Delivery |
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| 3 - 5 Days |
| Price |
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| $150 - $300 |
Complex environment centerpieces or detailed clothing items.
| Sub-Tiers |
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| Environment: Interactive world items, hero props, or intricate seating. |
| Avatar: Technical Clothing (e.g., Hoodies, Pants, Bodysuits) with expert weight-painting for furry armatures. |
| Client Requirement |
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| Please provide reference images. Projects without references incur a $100 research/moodboarding fee. |
| Project Timeline & Delivery |
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| 7 - 14 Days |
| Price |
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| $450 - $900 |
Complete character aesthetics or environment asset packs.
| Sub-Tiers |
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| Environment: Asset Packs (5–8 pieces) like themed clutter sets or modular environment kits. |
| Avatar: Full Custom Outfits (e.g., Tech-wear, Cyberpunk Armor, or Complex Fantasy Sets). |
| Client Requirement |
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| Please provide reference images. Projects without references incur a $100 research/moodboarding fee. |
| Price |
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| $1200 - $2500+ |
| 1. Professional Guarantee & Deliverables |
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| Performance Standard: I guarantee that all environments are engineered for maximum stability and high framerates. My optimization workflow focuses on draw-call reduction, texture atlasing, and optimized GPU frame times to ensure a smooth experience even in high-occupancy instances. |
| Note: Performance is guaranteed for the initial delivered project. The Creator is not responsible for performance drops caused by the addition of unoptimized third-party assets or scripts after delivery. |
| Technical Fidelity: All work is built using industry-standard budgets for geometry (Triangle Count) and material efficiency. This ensures the highest possible visual quality while maintaining a low hardware footprint. |
| Deliverables: Assets: Optimized FBX files with clean UVs and PBR texture sets. |
| Worlds: An organized Unity project/package, fully configured for VRChat SDK3, utilizing professional light-baking and occlusion culling. |
| 2. Pricing and Payment |
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| Quote Validity: All quotes are based on the client's initial, approved design brief and are valid for 30 days. |
| Deposit: A 50% Non-Refundable Deposit is required to secure a slot. This covers the professional time for research, layout blockouts, and initial technical setup. |
| Final Payment: The remaining 50% Balance is due upon approval of the final watermarked preview. Source files/Unity packages are transferred only after full payment is received. |
| Professional Hourly Rate: For technical support or major scope changes after the blockout phase, the rate is $55 USD/hour. |
| 3. Workflow and Revisions |
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| Phased Pipeline: I work in three distinct phases: (1) Blockout/Layout, (2) Texturing/Lighting, (3) Final Polish/Optimization. |
| Revisions Included: Two (2) Minor Revision Rounds are included free of charge during the Work-In-Progress (WIP) stage. |
| Minor revisions are limited to small adjustments (e.g., color tweaks, minor prop repositioning, small texture fixes). |
| Major revisions (e.g., changing the core layout, adding substantial new geometry after blockout approval) will incur the hourly fee. |
| Timeline: An estimated delivery window will be provided with the initial quote. The timeline starts the day the 50% deposit is received. Client response time is critical; delays in approval may extend the delivery date. |
| 4. Copyright and Usage Rights |
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| Client Usage Rights: Upon completion, the Client receives the final agreed-upon 3D world, assets, or 2D textures. The Product may not be used for any commercial purpose without the explicit written approval of the Creator. The Client is permitted to use the Product for non-commercial promotional content, including streams, videos, and images, only after receiving full approval from the Creator. All other rights remain with the Creator unless otherwise agreed in writing. |
| Source Files: Original editable project files (.spp e.t.c.) are not included by default but are available for a +40% add-on fee. |
| Creator Portfolio Rights: I retain the right to use the completed, non-source work in my professional portfolio, social media, and advertising materials. |
| Credit Requirement: The client agrees to provide clear creator credit to Mr.Rubinshtein in the VRChat world description and/or the avatar description (if applicable). |
Contact
Let’s Build Something Exceptional.
I am currently accepting a limited number of commissions for high-end VRChat environments and technical optimization. By hiring a specialist with 7+ years of industry experience, you are investing in a world engineered for stability, speed, and visual impact.
| Commission Request Template |
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| To ensure a fast and accurate quote, please copy and include the following details in your message: |
| Project Title: (e.g., "Neon District Club" or "Luxury Penthouse") |
| Service Tier: (Showcase Scene / Themed Environment / Optimization / Custom Asset) |
| Reference & Concept: (Link to Pinterest, Google Drive, or Moodboard. Note: Projects without references incur a research fee.) |
| Timeline: (When is your ideal launch date?) |
| Key Features: (e.g., Video players, toggles, interactive doors, specific mood/lighting.) |
| Estimated Budget: (Helps me scale the level of detail and asset custom-modeling to your needs.) |
| Reach Out |
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| Contact me via my Discord server for the fastest response. I typically respond within 24–48 hours (Monday–Friday). |
| What Happens Next? |
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| Technical Review: I review your brief to ensure the project aligns with my quality standards and schedule. |
| Consultation & Quote: We discuss the technical scope (VRAM targets, draw-call budgets) and I provide a formal project agreement. |
| Booking: A 50% deposit secures your slot in the production queue. |
| The Sprint: Phase 1 (Blockout & Layout) begins immediately. |