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.

Joshua Arora

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.

Available to hire

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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Language

English
Fluent

Work Experience

BLOOD (Collab Project for AAU)| Environment Artist at Academy of Art University
August 13, 2026 - Present
Created and refined environmental assets for Blood, ensuring level consistency and alignment with the game’s visual direction.
CITY DESTROYER (Collab Project for AAU)| 3D Lead & Environment Artist at Academy of Art University
September 4, 2025 - May 14, 2026
Lead five 3D Artists developing a level environment, defined visual direction with other leads and oversee asset quality through review. Managed asset library and task distribution to ensure on-schedule production.
3D Artist Intern | Smilegate (GBO) at Smilegate
July 9, 2025 - August 15, 2026
Produced high-quality 3D assets for Crossfire promotional campaigns, ensuring thematic accuracy and visual impact. • Designed title/team logos with chrome & gunmetal wear, modeled gemstone assets, created promotional crates, in-game currency, and an environment scene from concept to final render.
3D Artist Intern | Smilegate (GBO) at Smilegate
July 9, 2025 - August 15, 2026
Produced high-quality 3D assets for Crossfire promotional campaigns, ensuring thematic accuracy and visual impact. • Designed title/team logos with chrome & gunmetal wear, modeled gemstone assets, created promotional crates, in-game currency, and an environment scene from concept to final render.

Education

Bachelors of Fine Arts at Academy of Art University San Francisco
June 14, 2021 - May 19, 2026
School of Game Development

Qualifications

Add your qualifications or awards here.

Industry Experience

Gaming

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