ARNAV CHAUHAN

Available to hire

Bringing Game Environments to Life through Immersive 3D Art & Smart Optimization A great game environment doesn't just look good—it tells a story and runs smoothly.

About

Bringing Game Environments to Life through Immersive 3D Art & Smart Optimization

A great game environment doesn’t just look good—it tells a story and runs smoothly. As a 3D Game Environment Artist, I specialize in crafting detailed 3D scenes, modular assets, realistic lighting, and game-engine assemblies tailored for active game projects.

Core Skills:
🛠️ 3D Environment Design & Scene Layout
🧩 Modular Asset Creation & Texturing
💡 Real-time Engine Assembly & Lighting
⚙️ Technical Performance & Poly-count Optimization

Whether you need a full map build, custom 3D props, or optimized scene assembly for your indie or studio project, I’m here to help. Send a message to discuss your project!

  • Joined October 2026

Industry experience

  • Gaming
  • Media & Entertainment
  • Software & Internet

Projects · 15

Overgrown Outpost is a real-time environment study created in Unreal Engine, exploring post-apocalyptic worldbuilding, environmental storytelling, and dynamic lighting pass variations. The project centers on an abandoned rural settlement being reclaimed by nature. Special focus was placed on creating cohesive sightlines, realistic foliage density, and contrasting architectural decay against organic terrain. Technical Breakdown: Focus: Environment Design, Level Assembly, Foliage Painting, Real-Time Lighting Studies, Worldbuilding Asset Breakdown: Architecture & Structures: Modular wooden shacks, tin roofing, balconies, utility poles with power cabling Foliage & Nature: Multi-layered bush clusters, dead tree trunks, background mountain terrain foliage Props & Dressing: Rusted abandoned cars, concrete barriers, fire hydrants, smoke VFX Lighting Iterations: Daytime: Direct directional sun, crisp shadows, high specular reflections on foliage Dusk / Fog: Volumetric fog, warm horizons, low-light atmospheric depth

  • 3D Designer
  • Character Designer
  • Game Designer
  • +1

Underground Vault is a 3D interior environment study exploring modern industrial architectural modeling, realistic hard-surface prop placement, and high-gloss interior lighting dynamics. The project highlights the contrast between industrial overhead infrastructure—exposed pipes, conduits, and structural beams—and a sleek, high-gloss floor finish hosting high-performance vehicles. Special emphasis was placed on establishing clean modular architecture and realistic linear ceiling lighting. Technical Breakdown: Focus: Environment Design, Industrial Ceiling Modularity, Hard Surface Modeling, Real-Time Interior Lighting Asset Breakdown: Architecture & Structure: Modular ceiling joists, support pillars, wall panels, utility outlets MEP / Industrial Props: Fire suppression piping, electrical conduit runs, dangling linear LED light fixtures Environment Dressing: Fuel canisters, tire stacks, wall-mounted electrical boxes Vehicles: Nissan GT-R Nismo & Porsche 911 GT3 RS Lighting & Shading Setup: Overhead linear tube lighting arrays generating high-contrast reflections across a low-roughness epoxy floor shader.

  • 3D Designer
  • Character Designer
  • Game Designer
  • +2

A fun walk down memory lane with a modern tech twist! I recently wrapped up this personal project reimagining the iconic Nintendo Game Boy and its classic cartridges. This piece was a fantastic opportunity to push my hard-surface modeling while experimenting with a hybrid workflow: Modeling & Scene Assembly: Built entirely in Autodesk Maya, focusing on capturing the precise tactile details of the console and the cartridge casings. Shading & Rendering: Rendered using Arnold to capture realistic plastic textures, warm wood grain reflections, and subtle glass refractions. The AI Experiment: For the burning skull artwork featured in the background photo frame, I stepped into generative tech and used Meshy AI to create a unique 3D asset, blending traditional pipelines with AI asset generation. Swipe through the renders to see the full breakdown: 1: The hero shot establishing the overall mood and composition. 2: A tighter look at the interaction between the console and the AI-generated frame artwork. 3: A detailed macro shot highlighting the textures on the classic cartridges (who remembers having to blow into these to make them work? 🙋‍♂️).

  • 3D Designer
  • Character Designer
  • Game Designer
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Sharing my latest personal project—a 3D prop model of the classic MP-40 submachine gun, showcased on a polished wooden display stand. This project was a fantastic exercise in hard-surface topology, blending geometric mechanical components with sleek metallic and textured surfaces. I built this explicitly as a game-ready asset, focusing on optimized low-poly topology and efficient budgeting while maintaining clean edge flow and sharp silhouette details. Modeling: Autodesk Maya Rendering: Arnold Renderer

  • 3D Designer
  • Character Designer
  • Game Designer
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This is a cozy low poly bathroom diorama rendered in a minimalist and stylized art style. The scene includes detailed yet simplified elements such as a bathtub, toilet, pedestal sink, mirror, window, toiletries, and small accessories like a floor mat and slippers. The color palette uses cool blue tones with soft lighting to create a calm, lived-in atmosphere. Ideal for stylized animation, mobile games, or diorama-based visual storytelling. Modeled and rendered using Maya3D. Suitable for, isometric views, or diorama showcases.

  • 3D Designer
  • Character Designer
  • Game Designer
  • +2

A clean, vibrant low poly kitchen diorama created in Maya and rendered using Arnold. This stylized interior features modular countertops, cabinetry, a center island, a stovetop with a chimney, fridge, tiled flooring, and a small connected outdoor space — all presented in a calming green palette. The scene balances visual simplicity with real-world layout logic, making it ideal for game environments, animation sets, or conceptual interior design. Great for practicing space planning in stylized 3D art. Created with Maya | Rendered in Arnold Renderer

  • 3D Designer
  • Character Designer
  • Game Designer
  • +2

A stylized 3D model of Phineas, inspired by the beloved cartoon character. The base mesh was created in Autodesk Maya, with additional sculpting done in SculptGL to enhance facial and body details. Final rendering was done using the Arnold renderer in Maya3D for clean lighting and realistic shading. This project focuses on cartoon stylization and clean topology for animation readiness

  • 3D Designer
  • Character Designer
  • Game Designer
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Built for impact, not for elegance. "The Bloodgeoner" is a repurposed sporting asset turned into a brutal tool of survival. I enjoyed playing with the "museum display" aesthetic for this render, treating a crude weapon as a centerpiece. The focus was on the aggressive silhouette of the spiked head and the worn texture of the handle.

  • 3D Designer
  • Character Designer
  • Game Designer
  • +2

Secured behind reinforced glass, the Azure Spirit Blade remains one of the most lethal artifacts in the collection. This was an exploration of lighting and mood. I wanted to create a sense of reverence around the weapon by using a centered, bottom-lit display. The contrast between the deep blue grip and the dark steel blade was designed to draw the eye immediately to the center of the frame.

  • 3D Designer
  • Character Designer
  • Game Designer
  • +2

A look inside the lab. 🔬🐁 Just finished this stylized diorama in Maya. This project was a great exercise in combining organic and hard-surface modeling while playing with mood through emissive lighting. 💼 Seeking Internships: I'm on the lookout for a summer internship where I can contribute my skills in 3D asset creation and environment design to a creative team. Let’s connect!

  • 3D Designer
  • Character Designer
  • Game Designer
  • +2

Sky Haven is a stylized low-poly environment diorama exploring eco-friendly off-grid living on a floating island. The project emphasizes minimalist geometry, strong shape language, and color harmony to evoke a peaceful, adventurous atmosphere. Every element—from the retro camper van and wind turbine to the faceted trees and campfire setup—was crafted to maintain a cohesive low-poly aesthetic across the scene. Technical Breakdown: Focus: Environment Design, Stylized Prop Modeling, Low-Poly Asset Optimization, Color Palette Design Asset Breakdown: Vehicles & Structures: Vintage VW-style Camper Van, Wind Turbine, Camping Tent Props: Picnic Table, Fire Pit, Boulders/Rocks Foliage: Low-poly Pine Trees, Faceted Deciduous Trees, Grass Clusters Workflow: Clean low-poly modeling, faceted shading, real-time lighting setup

  • 3D Designer
  • Character Designer
  • Game Designer
  • +2

Details make the difference. 💍 Latest asset study created in Maya. I wanted to push myself to create something simple yet technically demanding—focusing on clean geometry and realistic material responses. 💼 On the lookout for Internships: I am currently applying for 3D art and environment design roles for 2026. I'm eager to bring my passion for modeling and rendering to a professional development team!

  • 3D Designer
  • Character Designer
  • Game Designer
  • +2

Work experience

3D Environment Designer · Karma PlaysJul 2026 – Sep 2026 · 3 mos

Created 3D environment and models of buildings and arranged them in an environment for their upcoming game.

Environment Designer & 3D Designer (Intern) · AutoVerse AIMar 2026 – Jun 2026 · 4 mos

Developed 3D environments and created 3D car models as part of production work. Focused on accurate modeling, asset readiness for downstream use, and environment-friendly asset integration.

Environment Designer & 3D Designer (Intern) · AutoverseAIMar 2026 – Jun 2026 · 4 mos

Developed 3D environments and created 3D car models to support ongoing project needs. Focused on producing usable game-ready assets and environment components.

Education

B.Sc Animation & Game Design · AMITY University2023 – 2026
12 Arts + Maths (specialization mentioned) · GMSS School 19, Chandigarh2021 – 2022
10th (CBSE) · Gurukul Global School2019 – 2020

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