
Biography
I’m Nermin, a self-taught concept artist specializing in character design for games, with freelance and independent studio experience.
I’m drawn to grounded fantasy and sci-fi, especially characters whose clothing, equipment and silhouettes reveal their personality and place in the world. I enjoy exploring costume variations, factions, weapons and the details that make a design feel believable.
My process includes research, silhouette exploration, design iterations and detailed character sheets with callouts. I primarily work in Photoshop and Procreate, combining painting and photobashing. Alongside character concepts, I create illustrations that explore atmosphere and storytelling.
I’m open to paid freelance projects and remote concept art opportunities.
Skills
Roles
- Advanced
- Advanced
- Advanced
Technical Skills
- Advanced
- Advanced
- Advanced
- Advanced
- Advanced
- Advanced
- Advanced
- Advanced
- Advanced
Software
- Advanced
- Advanced
- Advanced
- Advanced
- Advanced
Soft Skills
- Advanced
- Advanced
- Advanced
- Advanced
- Advanced
- Advanced
- Advanced
- Advanced
Languages
- Fluent/Native
- Fluent/Native
Work Experience
2026 – Present day
Manager - Concept Artist (Full Time)
SkullSoul Interactive (Cyprus-Remote)
2023 – 2026
Concept Artist (Freelance)
Self-Employed (Cyprus-Remote)
Worked on independent collaborations involving visual development, costume exploration, and promotional illustrations for content creators and clients.
Focused on storytelling, silhouette design, and cinematic visual development using Photoshop, Procreate, and Blender.
Education
2022 – 2026
Bachelor's Degree
Eastern Mediterranean University
Computer Games and Programming Skills
For my graduation project, I developed a short cinematic animation sequence from concept to final presentation, taking ownership of the entire creative pipeline.
The project included character design, 3D sculpting, texturing, environment creation, animation, cinematic camera work, lighting, rendering, and post-production. Throughout the production, I used industry-standard tools including Blender, ZBrush, Substance 3D Painter, Photoshop, and DaVinci Resolve.








