About
Özgür Kahraman
3D & Immersive Artist · Creative Technologist
I am Özgür Kahraman, a 3D and immersive artist in Ankara, Türkiye. A 3D artist first: everything I make starts as geometry, materials and light, and is built for the scale of a wall rather than a screen. From 2024 to 2026 that meant Infinia: twelve projectors on a single workstation, and a new world every few months.
Most of what I make ends up projected onto something: a five-surface room, a wall at a launch event, five LED columns behind a DJ. That constraint shapes the work. Content has to be authored to real geometry at real scale, hold up when a single surface is metres wide, and run in realtime without anyone in the room thinking about the machine driving it.
I combine Unreal Engine, Blender, TouchDesigner, HeavyM and AI-assisted workflows to prototype quickly and deliver finished visual systems. Based in Ankara, Türkiye.
Experience
VJ / Live Visuals (Freelance)
Goodboys
Aug 2026
Ankara, Türkiye
- Built and performed a two-hour audio-reactive rig for a five-column LED stage: one TouchDesigner scene rendered through five cameras, each sent out as its own NDI feed and decoded to HDMI at the wall, so a line crossing the stage stays a line; the band's clip pack was transcoded to HAP for realtime playback.
- Drove every cut, hue move and flash from live analysis of the desk feed through Essentia, with an autopilot advancing scenes on a beat count and a phone remote served by the project itself.
3D Artist
Infinia Advanced Elektronik
Feb 2024 — Jul 2026
Ankara, Türkiye
- Built and installed content for a five-surface immersive room: twelve projectors driven by one workstation with three GPUs, warped and blended in HeavyM so the floor and the walls meet without a seam.
- Modelled and rendered a sixteen-minute solar system — nine worlds, each seen from orbit and then from its own surface — in Unreal Engine 5 and Blender, composited to the installed 12000x1200 wall ratio with a matching floor pass.
- Built an interactive floor entirely in TouchDesigner: an Intel RealSense D455 depth camera feeding a live point cloud, with optical flow steering GPU particles through custom GLSL, so the room answers one visitor or a crowd without anything changing.
- Built an audio-reactive installation with nothing of its own to show until someone makes a sound — a microphone through an interface into TouchDesigner's own audio CHOPs, splitting low, mid and high to drive colour, motion and pattern.
- Rendered a twelve-minute, seven-scene forest through Unreal Engine 5's Movie Render Queue for the same rig.
- Delivered Capsule, the portable three-by-three-metre room, to Marketing İstanbul, Marketing Türkiye and WIRED Türkiye: seven projectors, an eleven-minute loop of brand content on every surface, and a depth-camera interactive floor between rounds.
- Designed projection mapping animations for the XP Zone Emaar launch, built to interact with physical objects.
Freelance 3D Artist
Freelance
Jul 2022 — Feb 2024
Remote
- Neurolanche X Labs: built a photoreal MetaHuman through Unreal's photo-to-MetaHuman pipeline, performed with Live Link Face and rendered from Unreal Engine 5.2 with Movie Render Queue; costume in Marvelous Designer, skin and eyes finished in Substance.
- Neurolanche X Labs: produced a thousand-piece cyberpunk portrait collection with a trait generator scripted in Blender's Python API, on one shared camera and light rig so the whole set reads as one world.
- YachtingVerse: modelled, textured, lit and rendered a thousand octopus characters at 4K for a metaverse collection, built from a family of roles and their kits.
Technical skills
Immersive & Realtime
- Immersive Visual Design
- Projection Mapping
- Realtime 3D Environments
- Interactive Installations
- Exhibition & Event Content
- Product Visualization
- Rapid Prototyping
Realtime & 3D
- Unreal Engine 5
- Unity 6
- Blender
- ZBrush
- Substance Painter
- Marvelous Designer
- Quixel Mixer
- Houdini
- Modelling, Texturing, Lighting & Rendering
- Rigging & Animation
- PBR / Game-Ready Asset Optimization
Interactive / Immersive
- TouchDesigner
- HeavyM
- Projection Mapping
- GLSL / Shader Authoring
- GPU Particle Systems
- Depth Sensing & Point Clouds (Intel RealSense, Kinect)
- Computer Vision / Optical Flow
- Audio Analysis & Audio-Reactive Visuals
- NDI, HAP & DXV
- Motion / Time-Based Triggers
- Spatial Interaction Prototyping
Scripting & Pipeline
- Python
- C#
- Blender Python API
- Procedural & Generative Systems
- Pipeline Tooling
- Git
- ffmpeg
Content & Delivery
- 360° / Equirectangular Content
- Panoramic & Multi-Surface Masters
- H.264 / HAP Encoding
- ffmpeg
- Media Delivery Pipelines
Motion & Design
- After Effects
- Photoshop
- Illustrator
AI Production
- AI-assisted image / video generation
- Concept development
- Reference building
Key expertise
- Immersive Visual Design
- Projection Mapping
- Realtime 3D Environments
- TouchDesigner Systems
- Interactive Installations
- 3D Modelling
- Texturing & Look Development
- Lighting & Rendering
- Character Art
- Rigging & Animation
- Product Visualization
- Motion Design
- Audio-Reactive Visuals
- Exhibition & Event Content
- 3D Asset Optimization
- Rapid Prototyping
Education
Başkent University
BA, Cartoon and Animation — 2022
- Department Valedictorian
- GPA 3.79
- Success Scholarship recipient
- Founding member of Anicade
Languages
- Turkish — native / bilingual
- English — professional working proficiency