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Vladislav P. - Fullstack Developer, Substance Painter, Games

At Softaims, I have been fortunate to work in an environment that values creativity, precision, and long-term thinking. Each project presents a unique opportunity to transform abstract ideas into meaningful digital experiences that create real impact. I approach every challenge with curiosity and commitment, ensuring that every solution I design aligns not just with technical requirements, but also with human needs and business objectives. One of the most rewarding aspects of my journey here has been learning how to bridge the gap between innovation and practicality. I believe technology should simplify complexity, enhance efficiency, and empower people to do more with less friction. Whether building internal systems, optimizing workflows, or helping bring client visions to life, my focus remains on developing solutions that stand the test of time. Softaims has encouraged me to grow beyond coding—to think about design, communication, and sustainability in technology. I see every project as part of a larger ecosystem, where small details contribute to long-lasting results. My daily motivation comes from collaborating with people who share the same passion for doing meaningful work, and from seeing the tangible difference our efforts make for clients around the world. More than anything, I value the culture of learning and improvement that defines Softaims. It’s a place where ideas evolve through teamwork and constructive feedback. My goal is to continue refining my craft, exploring new approaches, and contributing to solutions that are not only efficient but also elegant in their simplicity.

Main technologies

  • Fullstack Developer

    3 years

  • Blender

    1 Year

  • 3D Animation

    2 Years

  • 3D Game Art

    2 Years

Additional skills

  • Blender
  • 3D Animation
  • 3D Game Art
  • 3D Design
  • 3D Modeling
  • 3D Rigging
  • 3D Texturing
  • Unity
  • Substance Painter
  • Games

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Experience Highlights

Exhibition of Professions VR

My goal was to create a realistic and smooth VR experience with intuitive interaction. I designed and integrated 3D assets, created idle body and facial animations using facial mocap. All scene was optimized for VR performance — reduced polycount, used LODs, and baked lighting. I fully integrated the project into Unity, set up materials, physics, and lighting to ensure maximum immersion and comfort.

Elevator Construction VR

I am a 3D artist presenting a project for an exhibition on professions that immerses in the process of building and configuring elevators. The project is made from scratch in Blender and Unity. Modeling in Blender, Substance Painter with PBR materials, tiling and atlases. Facial character animation through mockup and body rigging animation. Integration into Unity: setting up lighting and physics. Optimization: LOD, 2K/1K textures with mipmapping The result: An educational project that reveals the complexity of the profession, optimized for VR and ideally suited for an exhibition.

Tire Fitting VR

The goal is to create two connected VR scenes, and provide realistic immersion, smooth VR performance, and an intuitive interactive experience. Creation and integration of 3D assets Character Animation I developed idle body animations and facial animations for the characters. I used mockup recording to capture facial movements. All scene optimized for VR. I have fully integrated the project into Unity, adjusted the lighting, materials and physics for maximum realism and comfort in VR. Integration and configuration in Unity I optimized the scene: I reduced the number of polygons and used LOD.

LowPoly Train(45k trist)

The task was to make a low poly freight train car to play on Unity. First, a high-poly version was created after the creation of low poly and the subsequent baking of textures in Marmoset. When everything was approved, it remained to make textures in Substance Painter.

Interactive simulation of Ranger Activity VR

The goal of the project is to show through a game experience the daily activities of rangers who monitor animals in the reserve using surveillance cameras and radio communications. The full cycle of creating a scene in Blender: All the elements of the environment are modeled The scene is exported and assembled in Unity Optimized for VR (including based lighting, ROD) The player interacts via a walkie-talkie, receiving tasks and messages. The detailed environment, optimization for VR, and intuitive interaction create a sense of belonging to a conservation team.

Education

  • Federal State Budget-Financed Educational Institution of Higher Education The Bonch-Bruevich Saint Petersburg State University of Telecommunications

    Bachelor's degree in Information Security

    2018-01-01-2022-01-01

Languages

  • English
  • Russian