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About Me

My name is Renata, and I’m developing my skills in creating game environments and animations, combining storytelling with hands-on work in tools like Blender and Unreal Engine 5. I’m inspired by everyday life - because it’s people, their experiences, and imagination that make it possible to create worlds that truly draw others in.

I began my journey with Blender, and later moved into Unreal Engine 5, where I built my own environment and narrative from scratch in the form of a game. This became my graduation project, which I completed with distinction - and at the same time, it marked the beginning of something bigger.

I’m especially interested in blending the real and digital worlds. I work with photogrammetry and document spaces during activities like running, which allows me to create more authentic and immersive environments. 🔗 Photogrammetry

After graduating, I received funding for a motion capture suit and started developing further in animation. Movement is very important to me - alongside running and horse riding, I train Brazilian jiu-jitsu. I aim to translate real, physical motion into believable character animation. I treat training and physical activity as an essential part of developing my animation skills and body awareness. .

I’m currently looking for opportunities to work within a team where I can continue growing and contribute to larger - scale projects. I’m highly motivated to keep learning and to constantly improve the quality of my work. .

📧 renata@roguesynthesis.com 🔗 LinkedIn Profile

My Photo

Level Design & Game Environments

A collection of 3D visualizations presenting the creative journey of building game worlds — from concept to final render

Building My Own Game – From Thesis to Full Production

What started as my design thesis has grown into a full-scale independent game development journey...

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Mapa

Photogrammetry-Based Character Creation Workflow

Using photogrammetry techniques, I captured a series of facial images to generate a high-resolution 3D scan of my own face. The model was processed and refined for use in Metahuman Creator, allowing the creation of a fully rigged digital character.

Right Top
Right Top

Game-Ready Hair

Hair created using hair cards

Hair model optimized for game performance. Diffuse, normal, and alpha textures baked specifically for this model, ready for use in the game engine.

Right Top
Right Top

Projekt 2

Projekt 2

After graduating, I decided to keep going

I successfully applied for a startup grant, which allowed me to invest in professional tools such as a motion capture suit, a resin and filament 3D printer, a new graphic tablet, and upgraded hardware.

Rokoko Smartsuit Pro II

I use the Rokoko Smartsuit Pro II with Rokoko Studio Pro, along with a headrig and mocap gloves. This setup allows for full-body, facial, and hand motion capture for use in game, film, and 3D animation workflows.

Advanced Computer Hardware

I work on a high-performance PC equipped with a latest-generation GPU, AMD Ryzen 7 processor, and an advanced cooling system to ensure stable performance during demanding real-time 3D workflows and rendering tasks.

ANYCUBIC Photon Mono M5s Pro 14K & ANYCUBIC Kobra 2 Neo

A resin 3D printer equipped with WiFi and an air heater and a filament printer — for precise printing of figurines, parts, and prototypes. They deliver high quality, accuracy, and reliability for creating detailed models.