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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