Martins Avots

Hi! I’m Martins a Game Designer and 3D Artist.


Mindfulness Fractals (VR)

A magical and immersive journey through a floating dreamscape


Iraq safe space (VR)

A VR Space for safety, expression, and connection for women affected by gender-based violence


Bot Brawl

A couch party game. Shoot nails that bounce off walls and be the last Bot standing!


Project Graven

Cyberpunk style development for top-down strategy battle-royale


Gobble Run

Runner game built on a custom engine. Save your beloved from becoming a thanksgiving meal!

bot brawl


Bot brawl is a couch party game you can play with up to 4 people. Shoot nails that bounce off walls to destroy other bots and be the last bot standing.My responsibilities in this project were game design, level design, creation of environmental props and particle effects. At the beginning of the project, I conceived and designed the gameplay loop and main mechanics. After that, I created greybox versions of the playable levels. This allowed the team to test and iterate more rapidly. After that my responsibility was to create the meshes for filling out the level who were then textured by my teammate Erlend Brodal. For the final part of the project, I was responsible for visually polishing the game by filling out the levels with the created assets and creating particle effects.

project graven


In the near future, a mega-corporation "Dymos" hosts modern gladiator battles. Teams of daring soldiers and mercenaries compete to be the last one standing and win the grand prize. For "Dymos", who broadcast these battles throughout the solar system, this is an unparalleled avenue for advertising.The project aimed to develop an art style and assets for a technical prototype provided by a client. My main responsibility in this project was that of team leader. I was responsible for the development of the project. This meant organizing the sprints, setting task priorities and communicating with the client. Additionally, I was also responsible for some art tasks in the project such as 3D modelling, level design, developing hologram shaders, creating modular assets and trimsheets.

Gobble run


Thanksgiving has come, a wonderful time. Unless you are a turkey and your beloved has been abducted by an eccentric chef to become a meal! Pursue the chef and free your beloved!This game was made in a custom engine developed by students. The game and the engine were made in 3 weeks. My responsibilities in this project were creating and optimizing assets. Sometimes I created assets based on concept art by other teammates.

Developed with Norwegian Church Aid (Kirkens Nødhjelp), this bespoke VR experience was designed to support psychosocial work with women affected by gender-based violence in northern Iraq. It combined a private space for individual activities with a shared courtyard designed for social and multiplayer interactions.I led the creative direction and created most of the original environment, visual assets, and interactive experiences. The design drew on research into Iraqi settings and architectural references from the broader region. I aimed for a space that felt warm and culturally considered without trying to reproduce a specific place realistically.The experience centered on a quiet, private room overlooking an enclosed courtyard. In the room, participants could paint on a canvas, keep voice recordings inside small keepsake objects, prepare tea, tend a plant that grew between sessions, listen to different radio stations, and close the curtains for added privacy.The courtyard offered a shared setting for activities. Among its interactions was a mural that participants could help complete by adding painted handprints as leaves to a bare tree. I also created a hand-tracked djembe drum and other activities intended to make the space inviting to explore.A major design challenge was making the experience understandable to people who might be new to VR, including people with limited literacy. The project ran on Meta Quest 3 and used hand tracking, so interactions needed to communicate themselves through the environment and the user’s actions. I iterated with project stakeholders, considering accessibility, cultural sensitivity, and psychological safety throughout the design process.
Later, other team members added multiplayer functionality. My work established the original visual world and the core spaces and interactions on which that shared experience was built.

Tools: Unity, Blender, Substance Painter, Photoshop, Figma
Platform: Meta Quest 2 & 3

“Fractals” was the brief. I developed it into a short, music-synchronized VR journey for Fornix’s mindfulness package.The experience begins high above a field of clouds, with a calm soundtrack gradually fading in. As the music unfolds, the sky transforms: blue, cloudlike forms and feather-inspired details give way to evolving fractal and mandala-like patterns that surround the viewer. I wanted it to feel expansive, dreamlike, and gently surreal, while still being calm enough for a mindfulness experience.I had broad creative freedom, so this project became an opportunity to explore a different kind of VR work. Rather than building a conventional environment from discrete assets, I created much of the experience through custom visual effects and Shader Graph. I developed parameters that let the forms evolve over time, then shaped their progression around the music.Iteration was key to getting the tone right. My first version was more energetic and visually intense. I refined it into a calmer experience better suited to the package and its intended users. Informal feedback from people who tried it was very positive; one person described their mind going quiet during the experience. That’s personal feedback, rather than evidence of a clinical effect, but it reflected the sense of immersion and calm I was aiming for.This project is one of the pieces I’m proudest of because it let me combine visual experimentation, music, and technical problem-solving. It also pushed me toward technical art: building the visual system itself, instead of relying mainly on the usual asset and level-design workflow.

Tools: Unity, Shader Graph, Blender, Photoshop
Platform: Meta Quest 3

I’ve been interested in games as long as I can remember myself. Growing up I played board games, flash games and later fully fleshed AAA titles. Although I always preferred games which allowed me to be creative and find my own ways to play.This interest led me to my studies: Game Design. There I further discovered what interests me in games and their creation: Team leadership, design of mechanics and 3D art.Immediately out of university I co-founded a game studio (Sharp Raccon) to build these kinds of games and pursue my passion!Here are some of the skills I’ve picked up to help me make interesting games:

Hard SkillsSoft Skills
UnityTeam management
Unreal EngineScrum & Agile
MayaPlaning
BlenderProfessional communication
Adobe PhotoshopFundraising
Adobe Lightroom 
Substance Painter 
Substance Designer 
Version control (Git) 
Ableton Live 

Outside of game design I also enjoy playing and making music as well as doing sports.