Senior/Lead Environment Artist with 10+ years’ experience across AAA, open-world, multiplayer and VR development. Specialises in world building, environment set dressing, visual fidelity, biome/vegetation development, modular production, PBR/material workflows and Unreal Engine optimisation (profiling, streaming-friendly content, instancing, HLOD/World Partition). Combines hands-on art creation with leadership, building teams, setting visual benchmarks and establishing quality/performance standards across art pipelines. Shipped multiple titles including Off The Grid, Squad, Zombie Army 4, Sniper Elite 4, Strange Brigade and Synapse.

Henry Kelly

Senior/Lead Environment Artist with 10+ years’ experience across AAA, open-world, multiplayer and VR development. Specialises in world building, environment set dressing, visual fidelity, biome/vegetation development, modular production, PBR/material workflows and Unreal Engine optimisation (profiling, streaming-friendly content, instancing, HLOD/World Partition). Combines hands-on art creation with leadership, building teams, setting visual benchmarks and establishing quality/performance standards across art pipelines. Shipped multiple titles including Off The Grid, Squad, Zombie Army 4, Sniper Elite 4, Strange Brigade and Synapse.

Available to hire

Senior/Lead Environment Artist with 10+ years’ experience across AAA, open-world, multiplayer and VR development. Specialises in world building, environment set dressing, visual fidelity, biome/vegetation development, modular production, PBR/material workflows and Unreal Engine optimisation (profiling, streaming-friendly content, instancing, HLOD/World Partition).

Combines hands-on art creation with leadership, building teams, setting visual benchmarks and establishing quality/performance standards across art pipelines. Shipped multiple titles including Off The Grid, Squad, Zombie Army 4, Sniper Elite 4, Strange Brigade and Synapse.

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Work Experience

Studio Head of Art at Hypersonic Labs
January 1, 2026 - June 30, 2026
Joined as Studio Head of Art in a deliberately hands-on role for Helix Life (open-world UE5). Created the world visual guide/quality bar for environment production and consistency. Built the art team (recruitment, onboarding, mentorship) while actively supporting world development and vertical slice delivery. Audited the technical art pipeline and drove a BPP/PLA migration to deliver immediate performance gains. Authored UE5 Level of Quality framework and content standards (modular systems, instancing, streaming, organisation, HLOD strategy). Collaborated across art, technical art and engineering to solve visual/performance issues and supported the February 2026 soft lock and GDC 2026 demo build.
Art Manager / Lead Biome Artist at Gunzilla Games
June 1, 2024 - April 30, 2025
Led biome work from June 2024 on Off The Grid, then promoted to Art Manager in October 2024 while staying highly hands-on. Owned visual fidelity for Ocio, Saltie and the Marshlands—personally world-building and set-dressing while the biome team produced foliage. Led landmark areas, benchmark spaces and visual guidelines establishing quality bar. Partnered with Technical Art to address Nanite compatibility for alpha foliage, developing a hybrid Blueprint approach combining Nanite meshes with traditional LOD foliage. Directed biome workflows/performance benchmarks and mentored a team of eight. As Art Manager, also handled broader department communication, risk assessment and candidate evaluation without stepping away from environment production.
Lead Environment Artist at Ubisoft
March 1, 2022 - May 31, 2024
Lead environment art and supported Weapons, Vehicles, Materials and VFX on an unannounced AAA IP. Established scalable pipelines, workflows and visual benchmarks while balancing production with leadership. Managed 13 direct reports across disciplines including mentorship, performance reviews, hiring, risk assessment, planning and milestone delivery. Collaborated closely with design, production and technical teams to maintain artistic quality across key assets and keep delivery on track.
Principal / Lead Environment Artist at nDreams
October 1, 2021 - March 31, 2022
Lead Environment Artist on Synapse, aligned with the Art Director’s vision and delivered environment art with production/dept leads. Maintained a hands-on role creating high-quality environments while mentoring the team and driving cohesive world-building standards. Managed three direct reports and coordinated outsourcing partners to maintain quality and streamline asset integration.
Lead Artist at Rewind / MAGNOpus
January 1, 2021 - October 31, 2021
Led environment art for VR and media projects including WEAVR, Ladbrokes VR Games and Formula 1 Grand Prix animation work. Worked to deliver high-quality visuals within VR/media constraints and supported fast-paced production timelines through cross-discipline collaboration.
Lecturer at Escape Studios
January 1, 2020 - December 31, 2021
Designed and delivered Game Art degree curriculum and authored specialist vegetation teaching for the master’s programme. Mentored 400+ students with a focus on vegetation/environment art fundamentals and production-ready workflows.
Lead Environment Artist at Offworld Industries (Squad)
January 1, 2019 - December 31, 2019
Promoted from Senior to Lead Environment Artist on Squad and led hands-on development of Fallujah, one of the game’s largest and most ambitious maps. Owned visual fidelity and environment delivery while maintaining gameplay performance and coordinating internal and outsourcing contributors.
Senior Environment Artist at Rebellion
January 1, 2017 - December 31, 2019
Created environment art for Sniper Elite 4 DLC, Strange Brigade cinematics and Zombie Army 4, with emphasis on photogrammetry/photo-sourced assets and production optimisation. Reworked a key vertical-slice benchmark and developed modular environment systems plus Substance Designer material libraries that improved scalability and increased production speed.
Lead Environment Artist at Gymcraft
January 1, 2015 - December 31, 2017
Progressed from freelance Environment Artist to Lead Environment Artist within eight months for a VR fitness title deployed in gyms across Tokyo. Owned visual fidelity while also covering optimisation, feature ownership and leadership across art deliverables. Combined hands-on environment creation with performance-focused production practices for large-scale deployments.

Education

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Industry Experience

Gaming, Media & Entertainment, Education