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.
-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.
-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.
-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.