I began developing PropHaus in 2020 with a friend of mine, Serkan Karaköse, as at the time, our current project was slowing down. We were working remotely with an indie studio on a game using CryEngine called Miscreated. This was a live-service, multiplayer survival title released on Steam. As it was proving difficult to find new jobs within the industry, and we had previously bought assets for Miscreated on the Unreal Engine Marketplace, I considered the possibility of making a living from selling assets. Even though it was unclear how to break into this market, as there was little information on how to be successful, we gave it a go. 

On Miscreated, I was a Level Designer and Serkan was a 3D Artist. Personally, I wasn’t proficient at 3D modeling, however, I had spent a lot of time with the art team and learned a lot from them. I loved crafting worlds in the editor for players to run around in, which is the main reason why we focus more on environment art rather than props or anything else.

On our first project, Convenience Store, I created the 2D elements for the textures, such as the fake branding on the signs and shop items. I was also responsible for designing the modular pieces and setting up the showcase levels. It was around this time that I learned to use Blender for future projects.

By March 2023, my work partner Serkan had moved on from PropHaus to work at Hugo Boss as a 3D Artist, so the more recent PropHaus projects have been entirely my own creations. 



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