AGRAN ART

Stylized Worlds. Game Art. Digital Identity.Crafting 3D models, characters, and branded content that bring ideas to life.


ABOUT ME

I’m Kurtis, a game artist with a passion for storytelling through visual
design. I specialize in creating stylized 3D environments, textured
characters, and esports-inspired graphic design.
I graduated from SNHU with a B.A. in Game Art and Development and have
experience in collaborative and client-based projects—from educational
simulations to competitive esports branding.


3D GAME ART

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GRAPHIC DESIGN

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Let's build something cool together.

Sylvanas Windrunner – Fan Art Bust

This bust of Sylvanas Windrunner, inspired by Blizzard's World of Warcraft, was created as a personal fan art project for my senior capstone at Southern New Hampshire University. My goal was to showcase my character sculpting and texturing skills by reimagining an iconic figure from one of my favorite game franchises.I began the process by sculpting the high-poly model in ZBrush, focusing on detailed facial features and armor elements that capture Sylvanas’s commanding presence. The model was then retopologized and refined in 3DS Max to create an optimized game-ready mesh. I used Photoshop and Substance Painter to hand-paint textures, balancing stylized detail with realistic surface treatment to bring the character to life.This project reflects my passion for character art, as well as my ability to take a concept from sculpt to final render across multiple industry-standard tools.

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turntable

Mystical - Game Environment / Level Art

“Mystical” is a stylized game environment created in Unreal Engine 5 as a level art and environment design project. The scene centers around a glowing forest sword inspired by concept art from the talented Moniek Schilder (Original Concept) , which I reimagined in 3D using ZBrush, 3DS Max, Substance Painter, and Photoshop.Alongside the hero asset, I modeled and textured supporting elements such as the tree stump and environmental rocks, and brought in complementary assets like the waterfall, foliage, and terrain from Polyart Studio’s Stylized Meadows Pack (Asset Source) to flesh out the world.The full scene was composed, lit, and rendered in Unreal Engine 5, with an emphasis on visual storytelling, soft atmosphere, and stylized composition. This project showcases my ability to blend original modeling with external assets, optimize for game engines, and build immersive, fantasy-inspired spaces.

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sword textures

Terramus the Overgrown – Stylized Creature Design

Terramus the Overgrown is a stylized, hand-painted creature created for a Creature Design course during my time at Southern New Hampshire University. Inspired by the exaggerated forms and fantasy energy of World of Warcraft, Terramus is envisioned as a nature demigod—a powerful guardian born from the earth to protect the world from invading forces.The sculpt was created in ZBrush, with retopology and UVs completed in 3DS Max for clean topology and engine-ready mesh optimization. The creature was then hand-painted and textured using Photoshop and 3DCoat, with a focus on organic forms, mossy surfaces, and magical forest tones.While this project represents my early work in creature modeling and stylized textures, I plan to return to rework and retexture the model to better reflect my current skill level and artistic direction.

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Orc Warrior – Stylized Character Design

This stylized orc warrior was created as a character modeling project for a game art course at Southern New Hampshire University. Drawing inspiration from tribal fantasy aesthetics, the design emphasizes bold anatomy, exaggerated features, and storytelling through sculpted detail—reflecting the gritty, survivalist themes of orc-based worlds.The character was sculpted in ZBrush, with retopology completed in 3DCoat, UVs unwrapped in Maya, and initial texture work started in Substance Painter. While the full texturing pass is currently being reworked, this project is shown in its sculpted form to highlight shape language, form balance, and detail work.This piece is currently in progress for retexture and refinement as I continue to push my character modeling and presentation quality forward.

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Dwarf Heritage Armor - World of Warcraft Fan Art

This stylized fan art piece was created as the final for my first ZBrush class, inspired by the Dwarf Heritage Armor from World of Warcraft. As my first full character armor sculpt, it challenged me to explore form, detail, and proportion in a way I hadn’t tackled before. While the piece lacks proper topology and UVs—since it was completed before I learned retopology, UV unwrapping, and texture workflows—it marked a huge milestone in my development as a 3D artist.Since creating this project, I’ve gained more experience with Substance Painter, 3DCoat, Zbrush and clean topology practices, and I plan to revisit this sculpt to rework areas that no longer reflect my current skill level. Still, I’m proud of the strong elements in the design and the foundation it gave me in sculpting stylized armor and layered character details.This piece is shown as a work-in-progress to represent how far I’ve come—and where I’m headed.

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Student Game Projects – Inkwell Studio at SNHU

While at Southern New Hampshire University, I contributed to several collaborative game projects through Inkwell Studio, the university’s on-campus game development team. These projects gave me hands-on experience in character and environment modeling, Unity engine workflows, and cross-disciplinary teamwork in a studio-like environment.


Authority – Character & Prop Artist

Authority is a stylized 3D puzzle-platformer where players are split into two halves (legs and torso) and must cooperate to escape a corrupted digital world. I served as a Character Artist, modeling the game’s main villain—a warped arcade machine outfitted with a jet engine and saw blade arms. The model was created in 3DS Max, textured in Substance Painter, and rigged and animated in Maya (my first experience with rigging/animation). I also created various props like shelves, pencils, and office clutter to support the environment art.

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Retribution – Environment Artist

Retribution is a 3D action game where the player controls Grendel, a rogue lab experiment. I worked as an Environment Artist, focusing on early level designs and modular lab assets. I sculpted in ZBrush, modeled and retopologized in 3DS Max, and textured assets in Substance Painter. Although my levels were later replaced during development, I gained valuable experience in level design, asset pipelines, and working in Unity to set up materials and lighting.

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Cold Case – Simulation Game for NH State Police

For the Cold Case educational game, I collaborated with a team of artists and developers to recreate real-world crime scenes as interactive learning tools for law enforcement. I was responsible for modeling environmental assets and assisting with scene layout, contributing to the realism and clarity of the simulation. This project was built in Unity, and it deepened my understanding of visual clarity, spatial storytelling, and working with real-world references. Unfortunately, this project was scrapped after a semester of development.

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Anime-Style Storytelling Game – Visual & Narrative Support

I also contributed to a narrative-driven anime-style game, where I helped build visual assets, model supporting props, create backgrounds, and assist in Unity scene assembly. The project emphasized expressive stylization, color theory, and player-camera composition—all of which helped me explore storytelling through visuals and set dressing. Unfortunately, this game was scrapped after a semester of development.

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Skills Gained Across All Projects:

• Stylized and semi-realistic character and environment modeling• Use of ZBrush, 3DS Max, Maya, Substance Painter, Photoshop, and 3DCoatRigging and animation basicsUnity engine experience: material setup, lighting, scene composition, prefab workflows• Working within collaborative, version-controlled student teams

Esports Branding & Visual Identity

This section showcases my work in esports branding and content design, including Twitter banners, match result graphics, Twitch panels, overlays, and motion-based assets. These projects reflect a clean, bold aesthetic tailored for digital-first platforms, with an emphasis on clarity, hype, and visual cohesion across a team’s identity.I served as the Graphic Designer for SNHU Esports, where I helped define the initial visual tone of the program’s brand. My designs set a foundation that carried forward as the program grew. After my time there, my friend and fellow designer Michael “Osiren” Decessare expanded on that base, taking the brand to new heights in 2024.Most of the pieces shown here are personal explorations or freelance-styled projects, designed with a competitive gaming audience in mind.All assets were created using tools from the Adobe Creative Suite, including:Photoshop (layouts, composites, texture work)Illustrator (logos, vector elements, typography)Premiere Pro & After Effects(animated content, trailers, motion overlays)

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YouTube & Streaming Graphics

This section features my work in content branding and stream graphics, including custom assets designed for YouTube channels, Twitch streams, and personal video content. From banners and overlays to logos, panels, and motion graphics, each piece was created with platform clarity, stylistic cohesion, and audience engagement in mind.I've built and maintained my own YouTube channel, designing all its visual elements, and I’ve created assets for Twitch streams—both for myself and others—helping streamers and content creators elevate their on-screen identity.In addition, I’ve collaborated on logos and branding materials for various small channels and content projects, crafting designs that reflect tone, genre, and creator personality.All assets in this section were created using the Adobe Creative Suite, including:Photoshop for layouts and image manipulationIllustrator for logos and vector elementsAfter Effects and Premiere Pro for animated graphics and video editing

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Magnum – World of Warcraft Guild Branding

From 2020 to 2023, I served as the primary designer and brand lead for Magnum, a World of Warcraft guild I co-founded and helped run for nearly three years. This section highlights the visual identity I created and maintained for the guild across platforms, events, and community engagement.I was responsible for designing and producing all of Magnum’s visual content, including:Guild Logo and IconographyTwitch Stream Overlays & PanelsYouTube Thumbnails & Motion GraphicsDiscord Banners & Social AssetsAnimated Intros & Promotional ClipsGeneral Branding Systems and Visual IdentityThese assets were designed to reflect Magnum’s competitive but community-driven spirit, blending bold fantasy themes with clean digital presentation. I worked closely with other guild leaders to ensure consistency across every platform—from Twitch raids to recruitment posts.All work was created using the Adobe Creative Suite, including Photoshop, Illustrator, After Effects, and Premiere Pro.This project allowed me to grow as a designer by taking ownership of a full branding ecosystem, building a cohesive look that supported Magnum’s in-game identity and online presence.

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Covers & Commissions

This section includes a selection of freelance and personal design projects, such as album covers, commissioned logos, and custom graphics created for individuals, creators, and small teams. While a smaller part of my overall portfolio, these pieces reflect my ability to adapt to different creative visions and client needs.Each design was crafted to align with the tone and identity of its intended purpose—whether it was branding a new project, supporting an artist’s release, or experimenting with new styles through one-off requests.All work was completed using tools from the Adobe Creative Suite, including Photoshop, Illustrator, and Premiere Pro when animation or mockups were needed.

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YouTube Thumbnails & Visual Experiments

This section features a variety of YouTube thumbnails I’ve created for personal content across multiple games and video types. While most were designed for my own channel, each one represents a chance to explore different visual styles, layouts, and attention-grabbing techniques tailored to specific audiences and genres.Projects include thumbnails for:World of Warcraft content (PvP, lore, guild videos)CS:GO and FPS gameplayFunny moments & edited clipsCommentary or reaction-style uploadsThis collection highlights my growth in compositional balance, typography, color contrast, and communicating tone at a glance—all critical for platform engagement.Created using the Adobe Creative Suite, mainly Photoshop and Illustrator, with occasional use of Premiere Pro for integrating stills from edited footage.

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CRTC Graphic Design Projects

This section highlights work from my time in the Graphic Design program at Concord Regional Technical Center (CRTC), where I studied for two years and earned my Adobe Certified Associate (ACA) certifications. CRTC is where I began developing many of my core design skills—learning to work across styles, formats, and creative briefs.Projects in this section include:Branding & logo designPosters & layout designTypography exercisesPrint-ready compositionsCreative exploration in both digital and traditional mediaDuring my time at CRTC, I developed a strong foundation in tools like Photoshop, Illustrator, InDesign, and Premiere Pro, and discovered my passion for visual storytelling through experimentation and feedback.These early works represent my design roots and reflect the curiosity, discipline, and creativity that continue to shape my work today.

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