✦ Available for freelance & collabs
Hey, I'm Lokendra — 16, self-taught, and doing studio-level 3D work.
Game assets, product animation, architectural viz. No big deal.
(Okay maybe a little big deal.)
Selected work
Low-poly residential building asset designed for game use. Built from a real photo reference — maximizing visual detail within a strict polygon budget. This is the kind of asset that ends up sitting near a railway station in someone's game.
Multi-wing residential block recreated from a real-world reference for a train game environment. Clean topology, accurate facade detail, kept within the client's polygon budget.
1:1 scale recreation of a real commercial structure built for a game environment. Accurate facade details, rooftop elements, and material consistency across a large-scale asset.
Personal project exploring realistic interior lighting. Mixed natural window light with artificial ceiling spots to achieve a warm, lived-in mood. Modeled and rendered entirely in Blender.
3D visualization of a working prototype industrial machine. Modeled from technical references with accurate mechanical detail — ladders, chambers, piping, the whole thing.
Studio product render exploring three-point lighting and material shading on a high-back lounge chair with ottoman. Clean isolation on a neutral surface — the kind of shot furniture brands use on their site.
KAATHI FURNITURE — ANIMATION
Video file · Blender · Internship project
Product visualization animation created during my internship at Sharkfinns Studio for a real furniture brand. Handled materials, lighting setup, keyframe animation, and final render output — solo. The kind of thing that ends up on a brand's website to show consumers what they're buying.
The animation file is a .mp4 — drop me a message if you'd like to see the full thing play.
About me
Hi, I'm Lokendra. I'm 16 and I've spent the last several months doing one thing specifically: modeling real-world buildings and structures for games, from photo references, independently.
During my internship at Sharkfinns Studio I worked solo on game asset projects — recreating actual real-world structures in Blender with accuracy and clean geometry. Nobody held my hand. If I hit a wall, I figured it out.
I'm not a generalist who does a bit of everything. Right now I do buildings, structures, and hard surface assets — and I do them well. Indie developers trust me because I understand your problem: you'd rather spend 10 hours on gameplay than 10 hours fighting with geometry. Send me a reference photo, tell me your poly budget, and I'll handle the rest.
Most of my work so far has been through the studio — I'm fairly new to the freelance side of things, but open to it. If you have something interesting, let's talk.
(And yeah, this bio was corrected using AI — not written by it. All the thoughts here are genuine. I just needed a grammar check, not a ghostwriter.)
Let's work
Most of my work has been studio-based so far, but I'm open to the right project. Reference photo + poly budget and we can figure it out from there.