3D Artist with 15+ years of experience building real-time environments, live-service content, VR experiences, and mobile-optimized assets for games and interactive entertainment. I specialize in environment optimization, modular world building, real-time rendering, shader workflows, lighting, and cross-functional art pipeline development across Unreal Engine, Unity, and UEFN. I lead environment art production, support agile teams with outsourcing workflows, and optimize assets for performance across mobile and VR platforms. I collaborate with art directors, engineers, designers, and production leadership to deliver readable, performant, production-ready content.

Ryan Batcheller

3D Artist with 15+ years of experience building real-time environments, live-service content, VR experiences, and mobile-optimized assets for games and interactive entertainment. I specialize in environment optimization, modular world building, real-time rendering, shader workflows, lighting, and cross-functional art pipeline development across Unreal Engine, Unity, and UEFN. I lead environment art production, support agile teams with outsourcing workflows, and optimize assets for performance across mobile and VR platforms. I collaborate with art directors, engineers, designers, and production leadership to deliver readable, performant, production-ready content.

Available to hire

3D Artist with 15+ years of experience building real-time environments, live-service content, VR experiences, and mobile-optimized assets for games and interactive entertainment. I specialize in environment optimization, modular world building, real-time rendering, shader workflows, lighting, and cross-functional art pipeline development across Unreal Engine, Unity, and UEFN.

I lead environment art production, support agile teams with outsourcing workflows, and optimize assets for performance across mobile and VR platforms. I collaborate with art directors, engineers, designers, and production leadership to deliver readable, performant, production-ready content.

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Work Experience

3D Environment Artist at Virtual Screams
December 20, 2024 - Present
Develop multiplayer battle arena environments and gameplay spaces using UEFN and Unreal Engine workflows. Create modular environment asset kits optimized for real-time rendering and gameplay readability. Produce greybox layouts, environmental concepts, and production-ready PBR assets for multiplayer experiences. Implement environment optimization workflows focused on performance budgeting and asset reuse. Collaborate across design and development disciplines to improve player navigation and environmental storytelling.
Technical Artist (Contract) at Disney Experiences
June 1, 2024 - December 1, 2024
Supported development and optimization of real-time assets for the Play Disney Parks application. Diagnosed and repaired complex shader systems for the Disney Cruise Line Uncharted Adventure experience. Collaborated with engineering and production teams to support game engine integration and performance requirements.
Project Lead / Environment Artist at Virtual Temple of the Forbidden Eye (VR)
May 1, 2023 - May 1, 2024
Led development of a VR recreation inspired by the Indiana Jones Adventure attraction at Disneyland. Directed environment art production, shader integration, lighting workflows, and technical implementation. Rebuilt rendering workflows using Unity URP and Shader Graph systems. Optimized real-time assets, shaders, and materials for VR performance. Designed cinematic sequences and effects using Unity Timeline and real-time lighting systems.
Art Lead / Environment Artist at JumpStart Games / DreamWorks Animation
November 1, 2013 - May 1, 2023
Led environment art production for the How to Train Your Dragon MMO franchise in collaboration with DreamWorks Animation. Managed internal art scheduling and coordinated external outsourcing vendors within agile production pipelines. Developed stylized game environments, seasonal live-service content, lighting setups, and modular environment assets. Collaborated cross-functionally with art directors, designers, programmers, and technical leadership teams. Optimized shaders, textures, and assets for cross-platform mobile deployment. Created technical documentation and workflow standards supporting asset pipeline management.

Education

BFA - Entertainment Art / Animation at California State University, Fullerton
January 11, 2030 - August 3, 2026
Environment Art for Video Games at Gnomon School of Visual Effects
January 11, 2030 - August 3, 2026

Qualifications

Add your qualifications or awards here.

Industry Experience

Gaming, Media & Entertainment