Emre Karabacak – Technical Artist | Real-Time & CAD | Berlin

EMRE KARABACAK

LEAD TECHNICAL ARTIST — REAL-TIME, SIMULATION & INDUSTRIAL 3D

CAD data and 3D scans aren’t made for real time and that’s the part I do.

I’m Emre Karabacak, a technical artist based in Berlin, Germany. For 8 years I’ve been turning real-world and engineering data into real-time 3D. My focus is the technical half of the pipeline: photogrammetry and 3D scan processing, reworking CAD and engineering meshes for game engines, and hitting performance budgets on the target hardware.

Currently I’m the Lead Technical Artist at UNABLE Agency, building real-time walkthroughs of real estate in Unreal Engine 5 — from floor plan to a delivered application the client passes on to the partners developing the site. They reported that it revealed planning errors early, saving cost before building started.

Before shifting to my current area of expertise, I spent three and a half years at botspot 3D Scan, running scan-to-delivery projects for clients including Woven by Toyota, Vyking, INUIKII and VRInsight. Alongside my full-time roles I work freelance on assets for games and film.

Featured Projects

A selection across industry, commercial and games — from scan and CAD data to finished real-time assets.

Project Hideout

In-House Production

Cyberpunk 2077 – Phoenix Program

T7 Production

Every project runs the same four steps.

Capture & Input

Photogrammetry, laser scans, CAD files or a floor plan. Whatever the source data is, the work starts there.

Cleanup & Retopology

Raw scan and engineering meshes get rebuilt into clean topology a game engine can actually work with.

Optimisation

Triangle budgets, LODs, texture sets and materials, tuned to the hardware the result has to run on.

Delivery

A packaged application, a browser stream or a set of assets, ready to drop into the client's pipeline.

The work, seen from
the other side.

From clients and studio leads I’ve worked with directly — on scan-to-model work, real-time assets and game-ready production.

Emre delivered detailed 3D renderings of our automation platforms within the laboratory environment. Despite the complexity of both the platforms and spaces, the final outcome was a highly accurate and high-quality model. These renderings enabled customers to clearly visualize how the platforms would integrate into their laboratories, it greatly increased customer satisfaction. He consistently met deadlines and maintained clear and transparent communication throughout the project.

Kevin de Raat Project Manager, Lab Services

We had a large scan-to-model project and were so impressed with Emre's modeling and texture work. Even items with traditionally difficult material properties, such as transparency, reflectivity, and deformability were surprisingly realistic and served our robotics project perfectly.

Thank you, Emre!

Mike Sudano Senior Robotics Operations Engineer, Woven by Toyota

Emre created weapons for our game, and it was an outstanding experience working with him. He worked diligently, delivering exceptional models with top-tier topology, unwraps, and textures. His work was of such high quality that it elevated our entire project—we had to improve our own assets to match his standards.

Peter Adamondy Studio Director, Triple Hill Interactive

Tell me what you're building and what it has to run on.
The more technical the question, the better.

Want to work together?

contact@emre-karabacak.com

Looking for my CV?

Full CV as PDF — roles, tools and project history.