Middle 3D Environment Artist with 2.5 years experience in the games industry.
Currently working on stylized game projects and participating in Game Jams as a 3D stylized environment artist. I have an adept knowledge of Blender, Photoshop and Maya along with other software like RizomUV, Substance 3D Painter etc. Specialising in environment art, I use these packages for the creation of low and high poly models, assets and environments - fantasy with a realistic touch and stylized. I have a strong understanding of UV mapping, efficient use of UV space, and the creation of clean, production-ready assets. I have a solid understanding of environment art workflows, including texturing, scene assembly, and preparing assets for real-time engines.
As an artist, I am self-motivated, communicate well with others, and am able to follow art direction closely while also implementing feedback to a high standard. One of my strengths is supporting team members through problem solving and contributing to the visual quality of a project. I make a conscious effort to keep up with industry trends and techniques to ensure my work stays current and meets the standards expected in the industry.
Currently participating in a Game Jam project as a Stylized 3D Environment Artist, working within a small team under tight production deadlines. My responsibilities include rapid environment production, stylized asset creation, scene assembly, optimisation, lighting, and Unreal Engine implementation.
I began my professional career at Darktheme Studios as a Junior 3D Environment Artist, contributing to the creation of assets for Roblox game projects.
During my time at the studio, I worked on modelling game locations, architectural structures, landscapes, interiors, and environmental props. I was responsible for creating assets throughout different stages of production, including blockout, low poly modelling, UV mapping, baking, texturing, optimisation, and final in-engine implementation. Alongside environment production, I also created simple environmental and prop animations when required for gameplay or scene presentation.