A curated selection of projects relevant to my Junior Modeling Artist (Character/Hard-surface) application. These works highlight my experience throughout the complete 3D production process, from concept and modeling to texturing, look development, and final presentation.
My submission for the global Chasm's Call 3D community challenge hosted by Clinton Jones (pwnisher). The brief required using a locked camera animation and foreground layout to build an overwhelming sense of depth and scale.
I worked on two Roblox projects at GoSpooky for Samsung, aimed at reaching a younger audience through interactive gameplay.
The first project focused on promoting a range of Samsung products released alongside the Fold and Flip models. The second project, Demon Hunt, was built around a new product lineup including the S26 and Buds. In this experience, players explored a Korean-inspired world and used in-game mechanics based on Samsung’s features while hunting hidden demons.
My role focused on 3D asset creation, where I worked on modeling and texturing assets used both throughout the environments and as UGC items. These included wearable elements such as hairstyles, hats, and masks that players could unlock and use in-game. The goal was to create assets that were visually engaging while staying optimized for performance within Roblox.

A key part of these projects was working within the technical constraints of Roblox. I focused on keeping polycounts low and geometry efficient, while using texture baking to preserve detail where possible. Materials and textures were optimized for performance, and assets were built to work reliably as UGC across different avatars and use cases.

I designed and created this 3D avatar for Beyond studio, featuring a gender-neutral body to seamlessly accommodate both male and female outfits. This versatile design allows us to use the same avatar across various fashion projects, making it a practical solution for our 3D renders.
For this project, I started by sculpting a character head and really focused on giving the face strong, interesting shapes and features. This was mainly a way for me to improve my portrait sculpting skills. Once the head was done, we decided to turn it into a full avatar to showcase the fashion team’s garments, explore body movement and cloth physics, and maybe even use it for a digital fashion catwalk event.
I worked on the avatar animation, using video-based movement reference and refining it into clean, usable motion. The body was shaped to support the silhouettes and movement the designs needed. The fashion team took care of the environments and cloth simulations in CLO3D. In the final stage, I brought everything together with camera work, editing, and color grading.






I designed and created this 3D avatar for Beyond studio, featuring a gender-neutral body to seamlessly accommodate both male and female outfits. This versatile design allows us to use the same avatar across various fashion projects, making it a practical solution for our 3D renders.
Like my parents, I also feel a longing for the environments they come from and the houses in Turkey they grew up in. We visit these places almost every year. The older I get the clearer it is to me that my feeling of longing to these places is different from theirs. These places tell me stories about where they come from and who they are. It also helps me better understand the differences in our longing. A feeling that for them ensures they may never feel at home here in the Netherlands.
Hasret (longing) is a digital interactive environment in which I research and archive the house in Turkey where my father grew up. In this digital environment I capture the 3D recreation of the house along with stories from my father. Stories about his memories and feelings to a world he once grew up in but has left behind.


As a young person growing up within two different cultures can cause confusion. It causes a lasting search for where you belong. The country in which you grew up, and the country where you have your family, friends and memories, can sometimes make you feel like a tourist. For this project I researched about the difficulties I experienced growing up within two cultures. How it shaped my personality and made me the man I am today. This research gave me a lot of clarity and answers. but it certainly doesn't end the search for my own identity within these cultures.With this work I want to provide insight into my thoughts, experiences, struggles and love that go along with this quest.






This project was challenging, which also made it a valuable learning experience. The challenge came from the personal nature of the subject, as it was the first time I created a project focused on myself. Knowing that others might share similar experiences made the process easier.
I was already becoming familiar with Blender and knew it was the right tool for this project, as it allowed me to create something different from my usual work. I experimented with a 3D model of my own head, using a face-scanning app as a base for sculpting. Later, I projected video onto the model and explored unconventional materials.






This project explores globalization and the mixing of cultures in the world we live in today. I recreated an iconic Dutch snack wall in 3D and composited it into abandoned locations across different parts of the world, creating a surreal vision of what might happen when globalization is taken to the extreme.





I used the well-known Dutch FEBO snack wall and its design as a reference, making small adjustments to keep it recognizable. While working on this project, I imagined a world where something typically Dutch could be found anywhere on Earth, on top of a mountain, in the middle of a desert, or in other unexpected places.


