Polarbit

Overview

At Polarbit, I worked across three mobile titles - Cracking Sands, Tank Riders 2, and Rail Racing. As a 3D Artist I was responsible for vehicles, props, and environment assets. The studio's small size and proprietary engine meant artists carried broad responsibilities: producing content, integrating it, guiding visual direction, and shaping basic workflow standards.

It was at Polarbit that I took my first steps towards Technical Art, creating a UI wrapper for our MEL-based mesh exporter to replace a manual, error-prone process used by the team.

Project Details

Date Mar 2012 - Dec 2013
Role 3D Artist - Vehicles, Environments, Props
Team 11 person team consisting of Developers, a Producer, a Level Designer, and 3D Artists (senior, myself, intern) and the studio founders.
Shared art responsibilities; co-led visual direction on Rail Racing.

The studio worked with an aging proprietary engine, lacked dedicated Art Direction, and maintained highly manual pipelines with almost no in-house tools. Artists frequently relied on fragile MEL snippets to export assets, and production required balancing multiple simultaneous mobile projects. Technical constraints of mobile hardware set tight budgets for models and textures, and with a smart art team, everyone contributed broadly across tasks.

delivered vehicles, props, and environment assets across all three titles, collaborating closely with another 3D Artist to establish naming conventions, structure, and visual direction - particularily on Rail Racing, where we defined the aesthetic ourselves. I integrated assets into the engine and optimized meshes and textures for mobile performance. I also created a UI wrapper for our MEL exporter, replacing a manual export process and marking the first step on a longer journey into Technical Art.

I contributed to the successfull delivery of three shipped titles (iOS and Android), and helped shape the visual identity of Rail Racing, which received strong user reception on the App Store. My early workflow improvements increased stability and reduced friction in the export process. Through consistent collaboration and itnernal structure-setting, I strengthened pipeline awareness within the art team and helped our intern become a fully productive contributor. This role played a significant part in developing the foundations of my later Technical Art career.

Key Contributions

  • Environment art
  • Vehicel modelling
  • Exporter improvements
  • Asset integration
  • Pipeline awareness
  • Multi-title delivery