I create game-ready environments and props that bring virtual worlds to life — from initial blockout through to fully textured, engine-ready assets. With a BFA specializing in 3D Environment and Prop Art, I bring both a trained artistic eye and a technically sound production pipeline to every project.
What I do best:
- Model and UV clean, game-ready assets in Maya, optimized for real-time engines
- Build modular environment kits and trim sheet systems for efficient, scalable scene production
- Texture and bake in Substance Painter, with sculpting support in ZBrush when organic detail is needed
- Light, assemble, and present full environments in Unreal Engine 5, leveraging Nanite and Lumen for high-fidelity results
- Render polished individual asset showcases in Marmoset Toolbag.
How I work:
I approach every project starting with a solid blockout to lock in scale, composition, and readability before diving into detail work. Whether it’s a single hero prop or a full modular environment, I focus on clean topology, efficient texel density, and production-friendly workflows that hold up in a real game pipeline — not just a portfolio render.
I’m currently building out a personal Office Environment Scene project in UE5, and I’m always looking for new challenges — whether that’s a stylized prop set, a realistic interior environment, or a modular kit built for reuse across a level.
Let’s build something great together.
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