My name is Kasuhina Anastasia. I’m a student at the CGI and Visual Effects School of Economics. This portfolio has collected my works for 2024–2026
The basic program in which I work is Unreal Engineering, and I also have good skills in ZBrush, Maya, Substance Panter and Aft Affairs.
DEMO REEL // 2024-2025
3D GENERALISM
For the short cartoon that I created in my second year, the character Ceric-Kel was developed.
A full character development payplane. 2024.
At the moment, I’m working on the development of a team graduate qualification for which I’m developing characters for a full-size payplane.
It’s a full-blown plan to develop the main character of the UCR. 2026.
Development of the secondary character of the UCR. 2026.
Development of the secondary character of the UCR. 2026.
MOCAP ANIMATION
One of the training assignments was the creation of a park using a scaven style scam="color: #71AFE2;»>Motion Builder. Then the scenes were to be integrated into a site created from ready-made essays to UE5.
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Parkur. 2025.
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ENVIRONMENT DESIGN
In the third year with Charbaeva Gilina, we created a partnership project that collected sites from ready-made assets that were adapted and optimized.
Creation of a location. 2025.
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Also in the third year, I participated in another group project for which the game level was created.
Big CatchJapan went underwater. The Mafia took power, and the new state became the backbone of the contest. There’s a brilliant casino city over the water. In time, slums appeared under it. People who lose all dream of getting a sacred thing — a ticket to the upper city, their chance to win.
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The broad view of the Big Catch project. 2025.
I have been modeling my own essays and adjusting ready-made, site assembly, mini-catsene and blueprints for the lower city.
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Lower city
As part of the work on the WCD, we are creating locations from scratch, starting with the design of the art, modelling and texturing of the Asserts, leading to the creation of scenes in UE5
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Tavern. 2026.
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Visually this cozy, chaotic space with rough wooden furniture, dark light and abundance of detail, creating an atmosphere of safety, communication and stories.
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Concept art location
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Part of the fielding aesthetics







































