A curated selection of 3D work from the past few years. These projects highlight my experience across the 3D production process, from modeling and texturing to look development, animation, and final presentation.
ABOUT-
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.
ABOUT-
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.


ABOUT-
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.
ABOUT-
For this project, we created a series of FOOH (Fake Out Of Home) videos for social media to promote our Drop05 shirt at Beyond. To create a surreal and attention-grabbing effect, we scaled the shirt to an exaggerated size and placed it in different cities, including Amsterdam, Malta, and Tokyo.
PROCESS-
We filmed the location footage ourselves, and I was responsible for shooting the Amsterdam video. For this project, I practiced using Blender’s camera tracking tools to integrate the oversized shirt realistically into the scenes. The subtle cloth physics of the garment were developed by the fashion team in CLO3D. In post-production, we enhanced the realism further with additional effects and compositing in Premiere Pro.
ABOUT-
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.

PROCESS-
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.

ABOUT-
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.
ABOUT-
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.






ABOUT-
These videos were created during the development of Adom's latest collection, a fashion brand known for its innovative approach. Initially starting as experimental pieces, the 2D illustrations were transformed into engaging 3D visuals. Designed specifically for Adom's social media, the videos were created in a 9:16 aspect ratio, optimized for seamless looping.

BERSHKA
Bershka approached me to translate one of their garments into a digital try-on experience for their app. I worked on turning their bandana into an interactive piece that users could wear virtually.
Using the skills I developed at Beyond, I handled the full process, focusing on achieving a realistic look that closely matched the reference. I paid attention to subtle details and added light physics to the loose ends of the bandana, allowing it to move naturally with the user and improving the overall realism.
COPERNI x BEYOND
As an internal project, we brought the viral Coperni bags into a digital try-on experience by creating a Snapchat lens featuring the Meteor and Air bags.
I was responsible for the full process, including modeling, texturing, and developing the lens. The Air bag was the main challenge, as its material is difficult to replicate digitally, requiring careful shader work to achieve a convincing look. The Meteor bag was more straightforward, where I used sculpting and texturing to build up the surface details.






LV BY THE POOL
At Beyond, we collaborated with Snap and Louis Vuitton to create a digital twin of a hat that users could virtually try on through Snapchat. I was responsible for bringing the hat to life in 3D, handling both the modeling and texturing.
As with the other lenses, the goal was to match the real-life product as closely as possible. I focused on capturing subtle details and making sure the final result stayed true to the reference.





BEYOND x SNAP
For the launch of Snapchat’s new fashion lens creation tools at the time, we developed two seasonal collections: Fall and Winter. The fashion team at Beyond created the garment sketches, and I translated these designs into 3D.
One of the main challenges was working within the limitations of the new tool, which required highly optimized 3D meshes. This meant carefully balancing detail and performance so the garments would move and bend naturally without breaking the user’s immersion. My hybrid role as a 3D designer and AR developer helped here, as I could move between different software tools to refine the garments and prepare them for use in AR.
At Beyond Studio, I worked as both a 3D designer and developer, contributing to AR filters by creating 3D assets and developing some of them. I was involved in projects for brands like Louis Vuitton, Ralph Lauren, Adidas, and others, as well as for major movie studios such as Universal and Warner Bros.
Working on these projects taught me to maintain a high level of quality while working under tight deadlines. At the same time, the technical limitations of AR pushed me to create efficient, clean, and optimized solutions that perform smoothly while still maintaining strong visual quality.
RALPH LAUREN
At Beyond, we worked on Ralph Lauren’s Holiday 2023 AR campaign in collaboration with Snapchat. My role focused on modeling and texturing the Ralph Lauren New York store for use in Lens Studio.
The main challenge was achieving a realistic look while working within the technical limitations of Lens Studio. I translated the architectural details and materials into an optimized 3D model and textures that stayed true to the original building.

This project is a Snapchat filter game we created at Beyond for Crumbl, a cookie company known for its rotating menu of desserts. I was responsible for the modeling and shader development, focusing on translating their recognizable 2D illustrative style into 3D.
To achieve this, I used specific modeling and shading techniques to recreate the 2D look in a 3D form. During the process, we worked closely from reference images of Crumbl’s own cookies and cakes featured in the game.
SIDELINED
This Snapchat filter was created at Beyond to promote the movie Sidelined. I worked on the helmet asset, handling both the modeling and texturing.
The focus was on matching the original prop as closely as possible, aiming for a realistic result that stayed true to the version used in the film.




WICKED
This Snapchat filter was created at Beyond to promote the movie Wicked. I worked on the background environment, modeling and texturing the environment based on reference images of the film’s sets.
In addition, I created a glass-breaking animation using physics simulations in Blender, which I optimized for use in the filter.

ABOUT-
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.






PROCESS-
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.






ABOUT-
The lockdowns across the world brought many changes to the way we travel. Many plans to move abroad or explore new places were disrupted, including my own plan to do an internship in Istanbul. This situation pushed me to reflect on how traveling and relocating could exist in similar circumstances in the future.
I found this idea in a crypto housing market within a virtual world. A world that can be visited from the comfort of your real-life home using VR. RE-TRAVEL gives a short glimpse into this concept by presenting a collection of crypto apartments for Üsküdar, a beautiful district in Istanbul.
PROCESS-
For this project, I had more time than usual to think and do in-depth research on the subjects I wanted to address. This was a very enjoyable process, as I like to experiment a lot during the early stages of a project. After a long research phase, I took time to explore different ideas and concepts through experimentation.
Based on the concept and story of the project, I knew I wanted to work with 3D again, using Blender. Since the project focuses on traveling to Istanbul, I aimed to recreate a simplified version of the city using insights from my research. Later, I chose to zoom in on a specific area of Istanbul called Üsküdar. I explored the streets using Google Street View, captured 360-degree images of interesting buildings, and used them as a basis for recreating and experimenting with the environment.














ABOUT-
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.





PROCESS-
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.


I am a visual designer working across different mediums, combining 3D, graphic design, motion, and digital experimentation. This page features a selection of projects created while exploring different software, techniques, and ways of making.
Many of these projects started from curiosity and experimentation, allowing me to freely explore ideas, visual styles, and workflows across different disciplines.





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.








































































