VoltsEngage Birthday OFFER.Get upto 86% Off on Lifetime deals.VoltsEngage Birthday OFFER.Get upto 86% Off on Lifetime deals.
Volts ConsultingLet's Talk

Creative, UI/UX, WebsiteOctober 2026

Alvis Bansal

Client
Alvis Bansal
Industry
Game Art · 3D
Services
Art Direction & UIWeb Development3D on the WebBooking
Live Page
Open Project

Case Study


Five working directions for an artist whose work ships in AAA games.

Alvis Bansal models weapons, vehicles, props and environments for games — his credits include Call of Duty, Diablo IV and Remnant II. A portfolio for that audience can't be a template, so we didn't design one direction and hope. We built five complete, working sites, each borrowing from a game artist's own tools, and refined the strongest into the live portfolio.

The Alvis Bansal portfolio on desktop and mobile: the red-accented headline Game assets, down to the last bolt beside a deck of weapon renders on a near-black page

01


The Challenge

The people who hire a 3D game artist — art directors, leads and studio recruiters — look at a lot of portfolios, fast. They want the work at full resolution, the credits up front, and a way to get in touch, in about that order. Alvis's artwork already lived on ArtStation; what he lacked was a home of his own that made his shipped credits — 12 games, from Call of Duty: Modern Warfare II and Vanguard to Diablo IV, Remnant II, Suicide Squad: Kill the Justice League and The Outer Worlds 2 — impossible to miss.

A first, conventional pass — split hero, card grid — was rejected on sight. It looked like every other portfolio, which for an artist is the one thing a portfolio can't do.

02


Five Directions, All Built

Rather than mock up options, we built each direction as a working site, so the choice was made on how they felt to use — and each one took its idea from a game artist's own tools. All four explorations are still live to try: one, two, three and four.

  • Hero Scan. A procedural suppressor rendered live in WebGL, split by the cursor into the final render on one side and its wireframe topology on the other — the modelling pipeline as the hero. Work was browsed like a game's inventory screen.

  • Turntable. Red poster typography around a spinning 3D platter of renders, like a model on a presentation turntable.

  • Torchlight. WebGL relights a render from the cursor, so the visitor holds the torch and discovers the surface detail.

  • Main Menu. A game front-end look. The first version was a full game shell, down to a "Press any key" gate — striking, and in the way. It became a normal portfolio with game styling: labels load as game terms like Campaign and Co-op, then glitch into the real ones, Work and Contact.

Direction one, Hero Scan: a 3D suppressor model split down the middle into a red-lit final render and a white wireframe, with the name Alvis Bansal split the same way behind it
Hero Scan — the cursor drives the cut between render and wireframe.
Direction two, Turntable: huge black ALVIS BANSAL type on a red background around a spinning circular platter of game-asset renders
Turntable — poster type and a spinning platter of renders.
Direction three, Torchlight: a scoped rifle render emerging from darkness under a cursor-driven light, with the serif headline Every surface tells a story
Torchlight — the visitor relights the render with the cursor.
Direction four, Main Menu: italic ALVIS BANSAL lettering over a dark rifle render, with game-menu labels Campaign, Credits, Leaderboard and Co-op down the right side
Main Menu — game front-end styling over a plain portfolio structure.

03


What the Directions Taught Us

Building every direction for real meant each one was judged on use, not on a still frame — and each left a rule behind for the final site.

  • The work comes first

    The most technical effects were the hardest to see the art through. Anything that hides a render, even beautifully, goes.

  • Game flavour, plain navigation

    Game styling earns its keep; game mechanics don't. Labels and paths must read like a normal portfolio.

  • Real numbers only

    Credits, studios and shipped games are the proof — shown as facts, never padded into vanity stats.

The final Alvis Bansal homepage: the headline Game assets, down to the last bolt with the red phrase down to the last bolt, an availability pill, See my work and Book a kick-off call buttons, and a 3D deck of weapon renders
The live site — a fifth direction, refined: the headline, the call to action and a 3D deck of his best renders.

04


The Final Site

The fifth direction won, and we refined it until it felt finished. Its hero is a 3D card deck of featured renders that flies in on load, tilts with the mouse and cycles itself — after an earlier exploded-view hero was cut for competing with the work. The headline says what he does in his own trade's terms: Game assets, down to the last bolt. A faceted low-poly "A" became the logo.

Below it: a marquee of the 12 productions he has shipped on, real stats, and a What I build section where weapons, vehicles, props and environments each spin as live clay-render 3D models in the browser. Every project page carries the full ArtStation gallery in a lightbox, the About page shows his game credits and software, and recommendations from colleagues appear verbatim. Kick-off calls book straight through VoltsBook. Every motion respects reduced-motion settings.

It runs on plain PHP and SQLite with a back office, so Alvis edits his own projects, galleries, credits, reviews and settings without touching code.

The Alvis Bansal portfolio on a phone: an availability pill, the headline Game assets, down to the last bolt, See my work and Book a kick-off call buttons, and a weapon render card below
Mobile: the pitch, both calls to action and the first render inside one screen.
The full Alvis Bansal homepage: the hero, a marquee of shipped game credits, stats, selected work tiles, the What I build section with four 3D models, a testimonial and a red call-to-action band
The whole homepage — credits, selected work, live 3D models and a single red call to action.

Next Project

HopeLooom

Collaboration

Got a project?
Let's talk.

We're a team of creatives who are excited about unique ideas and help companies to create amazing identity by crafting top-notch UI/UX.