Environment artist with 5+ years of experience building real-time cinematic environments in Unreal Engine 5. I specialize in PCG-driven foliage systems, Lumen volumetric lighting, and cinematic scene composition. I’m comfortable taking scenes from blockout to final hero renders, delivering game-ready PBR assets, and optimizing performance for low-to-mid spec hardware. Currently seeking remote contract or full-time roles in games and virtual production.

Devdhar Pradhan

Environment artist with 5+ years of experience building real-time cinematic environments in Unreal Engine 5. I specialize in PCG-driven foliage systems, Lumen volumetric lighting, and cinematic scene composition. I’m comfortable taking scenes from blockout to final hero renders, delivering game-ready PBR assets, and optimizing performance for low-to-mid spec hardware. Currently seeking remote contract or full-time roles in games and virtual production.

Available to hire

Environment artist with 5+ years of experience building real-time cinematic environments in Unreal Engine 5. I specialize in PCG-driven foliage systems, Lumen volumetric lighting, and cinematic scene composition.

I’m comfortable taking scenes from blockout to final hero renders, delivering game-ready PBR assets, and optimizing performance for low-to-mid spec hardware. Currently seeking remote contract or full-time roles in games and virtual production.

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Language

English
Advanced
Hindi
Fluent

Work Experience

Freelance Environment / 3D Artist at Self-employed
January 1, 2020 - Present
Built real-time cinematic environments in UE5 for international clients, including environment dressing, PCG foliage scatter, Lumen lighting, and hero renders. Optimized scenes for low-to-mid spec hardware by adjusting shadow settings, texture pool management (r.Streaming.PoolSize), and scalability configurations. Delivered game-ready assets from concept through a full PBR pipeline: sculpt, retopo, UVs, baking, Substance Painter texture set creation, and Unreal Engine integration. Tested assets inside live UE5 projects to validate topology, bake quality, material consistency, and real-time performance.
3D Artist at ASW AFORCE
January 1, 2019 - January 1, 2020
Created high-quality 3D assets for game art and product visualization using Maya, ZBrush, Substance Painter, and Photoshop. Built complete PBR texture pipelines from scratch: high-poly sculpt to retopo, UV layout, baking, and Substance Painter texture set creation. Mentored junior artists on industry-standard modeling and texturing workflows.

Education

3D Modeling, Texturing, Lighting & Animation at Arena Animation
January 1, 2016 - January 1, 2016
Higher Secondary (CBSE) - PCM with CS at Jawahar Navodaya Vidyalaya
January 1, 2016 - January 1, 2016

Qualifications

Add your qualifications or awards here.

Industry Experience

Gaming, Media & Entertainment, Computers & Electronics
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