Rhys Donovan
I’m Rhys Donovan, an environment artist and 3D generalist who loves creating high-quality real-time visuals—especially in Unreal Engine 5.
About
I’m Rhys Donovan, an environment artist and 3D generalist who loves creating high-quality real-time visuals—especially in Unreal Engine 5. My work blends strong 3D art fundamentals with technical problem-solving, from building environments and assets to designing modular UI and VFX that feel polished on live broadcast.
I’ve delivered real-time graphics for major international sports events (including the Olympics and Australian Open), where optimisation and reliability are just as important as artistry. I’m also currently building my own 3D fantasy incremental autobattler as a solo developer, and I bring a PhD-trained approach to iteration—balancing creative goals, performance constraints, and clean implementation.
- 5 years' experience
- Joined November 2026
Industry experience
- Gaming
- Media & Entertainment
- Computers & Electronics
- Software & Internet
Work experience· 4 roles
Building a 3D incremental autobattler in a fantasy setting for PC, combining game design with art and implementation. Handles character, environment, VFX, and UI art; implements skill trees, abilities, game state/management, and menus; produces marketing graphics including a Steam page. Also contributes music and sound (music and SFX) as part of a single-person development workflow.
Core graphics team member delivering real-time visual content for major sports broadcasts using Unreal Engine. Created art assets, environments, stadium/scene elements, modular UI, and VFX for events including the Australian Open and Paris Olympics. Optimised levels for computing budgets using LODs, lighting, and post processing, and collaborated across many sports to match event-specific graphics. Developed Blueprint-based systems and supported integration between Unreal renders and bespoke broadcast software, adapting to team changes during restructuring.
Created three games across 48-hour jam cycles by maximising scope within strict time limits. Rapidly adapted to fill skill gaps within each team, combining creative and coding work to deliver playable projects under pressure.
Education
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