Ryan Horney
I’m a 3D artist and designer with a strong focus on practical, player-friendly game assets—from UV mapping and PBR texturing to efficient in-engine implementation.
About
I’m a 3D artist and designer with a strong focus on practical, player-friendly game assets—from UV mapping and PBR texturing to efficient in-engine implementation. I enjoy taking models all the way through the pipeline, keeping the style consistent, managing poly counts, and making sure everything imports cleanly and performs well in the engine.
I’ve worked closely with art leads and teammates to design and implement new 3D models and even a complete redesign of a game’s play space, supporting iteration through thorough testing and player feedback. I’m comfortable working independently or collaboratively, and my background includes using tools like Blender, Substance 3D Painter, Unreal and Unity engines (including Unity tooling and workflows) alongside design-critical thinking to deliver polished results.
- 7 years' experience
- Joined November 2026
Industry experience
- Gaming
- Media & Entertainment
- Education
- Software & Internet
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Work experience· 6 roles
Worked as a 3D artist and later as Lead 3D Artist (within the Transfuzeer project team). Designed, sketched, and modeled new 3D game assets and helped implement the redesigned play environment. Managed the full pipeline from Blender to Unity: prepared models for import (including UVs, poly-count targets, efficient unwrapping), created textures in Substance tools, and ensured assets were ready for rigging/animation with clear handoff requirements. Tested models for readability and gameplay effectiveness with player test groups, collaborated with teammates (in person or virtually), and iterated using feedback from the art lead and mentor. Supported additional production needs such as improving the game environment feel and ensuring consistent art style across multiple passes.
Designed and implemented new 3D models and the complete redesign of a game play space. Worked closely with the art lead and other artists on modeling, design, rigging/animation requirements, and keeping a consistent art style. Managed the full pipeline from Blender to Unity, including preparing assets for import, keeping poly counts optimized, unwrapping efficiently, and texturing using the same style rules with Substance Painter/Designer. Tested models with player groups before import to ensure readability and improve the player experience based on direct feedback, and coordinated with programmers on technical needs for rigs and animations.
Worked on a funded development team creating a vertical slice of Kaiju Kerfuffle. Supported environment and prop creation, then redesigned the entire play space to improve readability, flow, and player experience. Designed and modelled environment assets following style and technical guidelines, rebuilt the full environment for clarity and navigation, and maintained efficient poly counts with clean UVs for stylised PBR texturing. Created materials and textures using Substance Painter & Substance Designer, ran playtests, and iterated based on player feedback. Collaborated closely with programmers to ensure assets behaved correctly once rigged or animated and worked through multiple art passes with the art lead and mentor. Presented the game at Insomnia Festival, improving visual appeal and increasing player engagement.
Education· 10
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