Position: 3D Artist, Level Designer
Category: Artist
English level: upper
Years of experience: 1

As I said before, I once made a whole set of US Road Signs, which included 256 models with different textures. However, I was able to pack and optimize it all into just two materials using interesting, though basic, techniques like Island Grouping and Atlasses. 
I also had to create a huge number of LowPoly props, and then their LODs. And all of this had to be done in such a way that nothing would move or fly off anywhere.
With over a year of experience as a skilled 3D Artist, I am currently immersed in a developing project at the experienced gamedev company. Here I have gained lots of XP to solve a major amount of problems, such as "Hey, we need a set of ~250 models of different US Road Signs, it should be just 2 materials and do it in 3 days, thanks". Or such routine tasks as "Today you should bake Mesh Maps of 20 different models". 
By that I mean, that my proficiency extends across the entire pipeline of developing HQ(not only) models, including referencing, prototyping, modelling, sculpting, UV unwrapping, baking, texturing and even rigging.
Besides of that, I made a mark as a freelancer, designing and developing MMO maps for the Source Engine in games like CS:GO, GMod, and TF2 using the Hammer Editor. Lots of currently running servers have my maps or some parts of my maps. 
Stepping back a bit, I am a bad one yet still slightly a C# dev (software dev bachelor degree), and I have released a couple of casual games in Google Play by myself. Means that I am good at Unity at all levels.
I hope my background underscores the ability to contribute effectively across various projects.
I don’t feel that I can work on gambling projects and stuff