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Karan P.
Karan P.
Environment/Prop Artist
Viña del mar, Chile

Summary

I am a 3D Environment and props artist with several years of experience in game development, contributing to shipped projects across small to larger-scale Indie game productions. Specialized in props, architecture, and modular environments, using Blender and Unreal Engine 4/5 as my main tools. I have experience in creating levels, from modelling to level design, shader and material creation, and producing optimized, production-ready game assets.

Skills

Environment Design3D ModelingProp ModelingTexturingLevel DesignMaterialsUnreal Engine

Software proficiency

Blender
Blender
Photoshop
Photoshop
Substance 3D Painter
Substance 3D Painter
Marmoset Toolbag
Marmoset Toolbag
Unreal Engine
Unreal Engine
ZBrush
ZBrush
Unity
Unity
Quixel Mixer
Quixel Mixer

Productions

    • Video Game
      HumanitZ
    • Year
      2023
    • Role
      3D Environment & Prop Artist
    • Company
      Yodubzz Studios
    • Video Game
      Dead Matter
    • Year
      2023
    • Role
      3D Environment & Prop Artist
    • Company
      Quantum Integrity Software
    • Video Game
      Xera Survival
    • Year
      2021
    • Role
      3D Environment & Prop Artist
    • Company
      Spotted Kiwi Interactive

Experience

  • HumanitZ at Yodubzz
    Remote Work, GB
    March 2023 - March 2026

    -Led all 3D environment and prop art for the project, owning the visual quality and consistency of the world and assets from concept ideas to final implementation.

    -Created original assets from scratch, including modular environments and props, following efficient workflows and production-ready asset pipelines.

    -Prepared, converted, and integrated marketplace assets, ensuring compatibility with the project’s technical standards, art direction, and performance requirements.

    -Handled material and shader setup, authoring and adjusting materials to achieve the desired visual fidelity while maintaining performance targets.

    -Performed asset optimization (meshes, materials, LODs, textures) and solved technical and visual issues related to environments and art systems across the project.

  • Dead Matter at Quantum Integrity Software
    Remote Work, CA
    May 2022 - March 2023

    -Worked as a 3D Environment Artist within a large, cross-disciplinary team, collaborating closely with the Art Director, Lead Environment Artist, fellow environment artists, and Level Designers.

    -Took full environment blockouts to production-ready quality, translating layout and gameplay requirements into polished, cohesive environments.

    -Responsible for 3D modeling and texturing of buildings and environment assets, ensuring visual consistency with the project’s art direction.

    -Created and integrated environment props, supporting both visual storytelling and gameplay needs across multiple areas.

    -Ensured assets met optimization and performance standards, applying best practices for meshes, materials, textures, and LODs.

    -Worked extensively in Unreal Engine 5, learning and applying new pipelines while strictly following internal project documentation, workflows, and technical guidelines.

  • Xera Survival at Spotted Kiwi Interactive
    Remote Work, NZ
    January 2019 - May 2022

    -Worked as a 3D Environment Artist in close collaboration with the Level Designer, translating greybox/blockout layouts into fully realized, production-ready 3D environments.

    -Took ownership of custom buildings and modular structures, creating assets from roads and urban elements to complete architectural sets used across levels.

    -Followed artistic and gameplay direction from the Game Director and Level Designer, ensuring environments supported level flow, scale, and visual storytelling.

    -Designed and implemented materials and shaders for buildings and roads, balancing visual quality, consistency, and performance within the game engine.