ANNA KOMITSKA
Environment artist & Unreal Engine specialist focused on optimised environments and storytelling. Formally in Production & Direction of Content for hologram, XR & ML-powered activations.

︎ 3D Environment Art

     Cuban Market 2025

     Dragons' Gate 2025

     HYLE 2024

     French Village Diorama 2024

     Khons 2024
     Project Titan: Craft Worlds Together 2024


︎ Art Installation

     Aesthetics of DEMOS: 2023

     Branching Genome

     Kolyo

     Time Capsules 2022

     Neatly Organised Things

     SENSORY 2021


︎ Photography

     In Transit 2020

     People
     Landscapes


︎ Videography

     On Silent 2020

     High Gloss 2020

     Super Super World 2020


︎ Graphic Design

     Sofia University Installation 2025

     Thoughts on Images & Perception 2022


︎About


︎ Connect

       Linkedin
       Email


©2025

ANNA KOMITSKA

Project Titan: Craft Worlds Together


Unreal Engine, Maya, Zbrush, Substance Painter, Rizom UV. 2024.


This is my contribution to the collaborative Project Titan art challenge or giant Game Art Jam launched by Epic Games March 28th - June 7th.



I was involved as prop artist, authoring the below assets used across the Grassl and biome.
- Hand Saw;
- Totem Protector;
- Floating Rock Shrine;
- Boar Tusks.

I was responsible for modelling, sculpting, texturing, and assembly in the level. Looking back, I would have allocated more time to plan these props as modular pieces instancing master materials, rather than as uniquely textured assets. I had planned out a building structure housing the Shrine, however, this was dropped owing to the tight timeline. I enjoyed working with RizomUV for the first time, and learning about ZRemesher and ZSphere in ZBrush. The art direction for this project provided an opportunity to practise sculpting stylized shape language and texture in painterly form.

I started out in the first week of the art jam as Lorekeeper of the Grassland biome and was involved in the early stages of developing the region's backstory and settlements map, guiding team workflow and communication, and figuring out the overall art direction collaboratively. The project was furthermore a useful example of game development workflows using revision control in Perforce.















Special thanks to Arran Langmead and Samuel Bass from Epic Games for the support and tutorials provided during development. I am grateful to the Epic, Perforce, and extending teams for launching and maintaining the project, and for supporting everyone involved both creatively and technically. It was a great 10 weeks of collaborative endeavour, rich learning experience, and creative freedom.
More about Project Titan here - https://www.unrealengine.com/en-US/blog/introducing-the-project-titan-collaborative-art-jam-register-today

Biome Lore synopsis:

In the heart of the Grasslands lies a thriving settlement, a beacon of peace and prosperity in tune with the natural world. Its people are of two different tribal cultures - those of Aziroth and Lerigoth, farmers and cattle owners, and Kardayem, skilled hunters moving on horseback.

This warm region emerged as a haven for nomadic tribes seeking refuge from the chaos of the ancient world. Guided by the whispers of the winds and their ancestors' wisdom, these wanderers traversed the vastness of the plains and gradually began forming settlements. As a peaceful folk and worshippers of the Titan of Magic, their shamanic rituals allow them to connect with those who have passed with the winds.