I am a real-time 3D artist and Unreal Engine specialist with 15+ years of experience creating interactive environments, simulations and optimized replicas of real-world locations. I specialise in building real-time scenes for mobile, VR and desktop applications, blending artistic direction with robust technical pipelines. Currently, I’m developing digital heritage and location-based experiences using Unreal Engine, with a strong focus on performance, accuracy, and user interaction. I also provide consulting and training in Unreal Engine real-time production.

Jonathan Duval

PRO

I am a real-time 3D artist and Unreal Engine specialist with 15+ years of experience creating interactive environments, simulations and optimized replicas of real-world locations. I specialise in building real-time scenes for mobile, VR and desktop applications, blending artistic direction with robust technical pipelines. Currently, I’m developing digital heritage and location-based experiences using Unreal Engine, with a strong focus on performance, accuracy, and user interaction. I also provide consulting and training in Unreal Engine real-time production.

Available to hire

I am a real-time 3D artist and Unreal Engine specialist with 15+ years of experience creating interactive environments, simulations and optimized replicas of real-world locations. I specialise in building real-time scenes for mobile, VR and desktop applications, blending artistic direction with robust technical pipelines.

Currently, I’m developing digital heritage and location-based experiences using Unreal Engine, with a strong focus on performance, accuracy, and user interaction. I also provide consulting and training in Unreal Engine real-time production.

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Language

French
Fluent
English
Fluent
Japanese
Beginner

Work Experience

Lead Real-Time & Digital Environment Artist at Tako Studio
January 1, 2018 - Present
Lead role focused on creating optimized real-time environments based on real-world locations, developing interactive Unreal Engine applications for mobile, VR and desktop, and establishing environment optimization pipelines for large-scale scenes. Involved in digital heritage projects recreating Japanese cultural sites in real-time (mobile-first), real-time visualization and interactive simulation workflows, and Unreal Engine real-time production consulting and training.
Unreal Engine & Real-Time Production Instructor (Higher Education) at Freelance
January 1, 2016 - January 1, 2023
Delivered Unreal Engine and real-time environment production courses across bachelor to master levels, designed production pipelines for interactive environments and simulation projects, and supervised student projects focusing on real-time environments, lighting, optimization and interactive scenes. Teaching aligned with industry workflows and professional production.
Real-Time 3D Generalist at The UX Agency
October 1, 2015 - February 1, 2018
Real-time production for VR/AR and interactive applications, development of interactive visualization content for corporate clients, and real-time environments and simulation-oriented experiences.
Real-Time 3D Generalist at NKI
June 1, 2016 - January 1, 2017
Real-time production lead on an interactive project for the PyeongChang Winter Olympics, development of real-time interactive environments and production using Unity and real-time pipelines for large-scale events.
Lighting & Compositing Artist / CG Generalist at Jungler
April 1, 2017 - May 1, 2017
Real-time environments and virtual production content for advertising projects, including work for clients such as Victor & Rolf, Babybel and Spontex (first stint).
Lighting & Compositing Artist / CG Generalist at Jungler
May 1, 2018 - June 1, 2018
Second stint focusing on real-time environments and virtual production for advertising projects.
Real-Time 3D Generalist at La Rue Image
September 1, 2016 - November 1, 2016
Real-time trailer production for interactive project Rokh; character and environment work within a real-time pipeline.
Character Artist at Darewise Entertainment
May 1, 2016 - June 1, 2016
Character production for a real-time project Rokh.
Lighting and Rendering Artist at Tindalos Interactive
February 1, 2013 - February 1, 2014
Lighting & Rendering Artist on the animated series Foot2Rue Extrême (TéléImage Production).
Environment Artist at Game Consulting
October 1, 2012 - January 1, 2013
Environment Artist responsible for the production of 5 environments on the animated series Foot2Rue Extrême (TéléImage Production).
CG Generalist at Infime Architecture
July 1, 2011 - February 1, 2012
3D visualization for architecture and construction projects; environment modeling, lighting, rendering and compositing; production of stills and videos.
CG Generalist at Faeria Studio
March 1, 2010 - March 1, 2011
Real-time production for a video game project Rune, including environment work.

Education

Add your educational history here.

Qualifications

European Bachelor of Computer Graphic Art
September 11, 2007 - June 7, 2010

Industry Experience

Education, Gaming, Media & Entertainment, Software & Internet, Professional Services, Other
    paper Nihon Legacy

    Nihon Legacy

    Nihon Legacy is a cultural exploration application developed in Unreal Engine, focused on the interactive discovery of iconic Japanese sites.

    Designed for mobile and VR platforms, the project features real-time optimized 3D environments combining faithful reconstruction, storytelling, and intuitive user interaction.

    Through this project, I aim to make Japanese heritage accessible in an immersive and educational way, blending artistic direction, technical performance, and user experience.

    The project is developed independently, covering all aspects from design to implementation.

    In-game Screenshots

    Nihon Legacy

    Nihon Legacy

    Trailer

    paper ARCHITECTURE & URBAN ENVIRONMENTS

    ![Nihon Legacy](https://www.twine.net/signin

    Selection of architectural and urban environment visualizations produced earlier in my career using 3ds Max and V-Ray, focused on real-world locations, residential buildings and urban-scale projects.

    This work strengthened my understanding of architectural forms, lighting and spatial composition, which now directly informs my real-time and interactive work in Unreal Engine.

    ![Nihon Legacy](https://www.twine.net/signin

    ![Nihon Legacy](https://www.twine.net/signin

    paper TOKYO SHOP

    ![Tokyo Shop](https://www.twine.net/signin

    Tokyo Shop is a personal 3D environment study created in Unreal Engine, focusing on architectural details and materials inspired by everyday urban buildings in Japan.

    The project explores realistic proportions, surface wear,
    and visual balance within a compact environment.

    Technical Details

    • Engine: Unreal Engine 5
    • Modeling: 3ds Max
    • Texturing: Substance Painter
    • Lighting: Fully real-time lighting setup
    • Optimization: Designed for real-time performance