Open to new projects

Hire a game artist & animator for characters, environments, Spine animation and VFX

Backgrounds and environments, characters, Spine animation, Unity particle effects, video teasers and posters, designed and implemented end to end by one specialist. Whatever you need, just get in touch.

UnitySpineVFXMobile Games2D Art
10+years in games & animation
400K+installs: Bomber Phantom, built solo
Top 30games of 1403 (Resistance category)
Services

What can I do for you?

From a single poster to the full art pipeline of a game. Order one service or all of them together.

01

Backgrounds & environment design

An environment that sets your game apart, with depth, light and the right mood.

  • Parallax layers and level environments
  • Lighting, color and detail work
  • Layer prep ready for Unity
  • Lightweight art for mobile
02

Character design

Characters players remember, from hero to enemies and NPCs.

  • 2D character and enemy design
  • Pose and expression sheets
  • Layered files ready for rigging
  • Outfit sets (skins)
03

Character animation with Spine

Smooth motion with weight, in lightweight files for mobile.

  • Idle, Walk, Run, Attack, Hit and Death
  • Rigs with IK, meshes and weights
  • Events for gameplay sync
  • Unity-ready export
04

Particles & VFX

Effects that make a game feel alive and satisfying.

  • Hits, explosions, magic and pickups
  • Ambient effects: snow, rain, dust
  • Optimized for mobile
  • Built with Unity's Particle System
05

Teasers & promo videos

A short, striking teaser for the store and social media.

  • Character or gameplay teasers
  • Motion graphics and editing
  • Landscape and vertical (stories) versions
  • Ready to publish
06

Posters & promotional art

The first thing people see should be worth a click.

  • Game posters and cover art
  • Store banners and graphics
  • Icons and store screenshots
  • Social media artwork
07

UI design & UI animation

Menus and popups that feel great to use.

  • Menu, button and popup visuals
  • Spine animation for UI
  • Reward and result screens
  • Consistent with your game's style
08

Unity implementation (technical art)

Art and animation only matter when they run smoothly inside the game.

  • Importing art and animation into the project
  • Atlases and draw-call reduction
  • Animation control with C#
  • Testing and optimization on mobile
Track record

Proven in real projects

A few shipped projects from my résumé:

Bomber Phantom

Built independently: all art, animation and VFX plus server and local programming. 400K+ installs.

Foodie Match

Technical Artist at Intelligent Game Developers (Cafe Bazaar): asset optimization, VFX and UI systems for a mobile puzzle game.

Fivo mascot & teasers

From character concept to 3D model, animated for video teasers, posters and promotional films at Shokouh Institute.

Irancell mini-games

2D design, character and environment animation and development of multiple mini-games.

Why work with me

Why work with me?

10+ years in games

From concept to screen: Unity, Spine, VFX and the pipelines that connect them.

One person for the whole path

From design to implementation in Unity, with no hand-off gaps between artist and implementer.

Built for mobile

I think about atlases, file size and draw calls from the start, so beautiful art doesn't slow your game down.

Clear communication

Milestone-based delivery, feedback at every stage and organized files your team can continue with.

Process

How we work, in 5 steps

Simple, transparent, no surprises.

  1. Talk & briefTell me about the project, reference style, engine and deadline.
  2. Proposal & scheduleYou get scope, timeline and cost, clearly laid out.
  3. Concept & sketchesYou approve the direction before final production.
  4. Production & feedbackWork-in-progress is shared and refined at each milestone.
  5. Delivery & implementationFinal files and, if needed, integration in Unity.
Deliverables

What you receive

Files are delivered organized and ready to use. Exact formats depend on the project:

PSDPNGSpine JSON / .skel + AtlasUnity Package / PrefabParticle SystemMP4 (16:9 · 9:16)PDF

See the portfolio and read my tutorials to see how I work.

FAQ

Frequently asked questions

How do we get started?
Send me a message on Telegram, Instagram or email and describe your project. After a few short questions we'll define scope, timeline and cost.
What should I send to get a quote?
Whatever you have of this: the type and quantity of work (e.g. how many characters or animations), a style reference, your engine and platform, and your deadline. If you're unsure, we'll work it out together.
What file formats do you deliver?
It depends on the work: layered PSD and PNG for art, project files and Spine export (data and atlas) for animation, a Unity package or prefab for effects and implementation, and MP4 for teasers.
Can I order just one part?
Yes. You can order only animation, only particles, only a poster or any combination. Handing over the whole path gives you better consistency.
Do you work with engines other than Unity?
Unity is my main focus. Spine exports have runtimes for other engines too; tell me your engine and we'll check.
How do revisions work?
We collect feedback at each stage (concept and the in-progress version), and the number of revision rounds is agreed before work starts so nothing comes as a surprise.
How much does it cost?
It depends on volume, style and complexity. After the brief you receive a clear, milestone-based quote.

Send me your project and let's build it

Write a few lines about your game or task and send a reference if you have one. I reply quickly and we'll define the path together.

Contact on Telegram