Hi, I'm Tyler Scarlett, a results-driven 3D Artist and Game Artist specializing in hard-surface modeling and real-time asset pipelines. I have over 3 years of professional experience building game-ready assets for interactive media, simulation art, and training environments, including mission-critical projects for the U.S. Air Force. I thrive in cross-disciplinary teams and enjoy turning references and scan data into accurate, optimized assets that perform in real-time engines like Unreal and Unity. I am proficient with Blender, Maya, ZBrush, Substance Painter, and Photoshop, and I excel at high-to-low poly workflows, UV mapping, and asset optimization. I enjoy collaborating with artists and developers to deliver production-ready assets on schedule and with attention to realism and performance.

Tyler Scarlett

Hi, I'm Tyler Scarlett, a results-driven 3D Artist and Game Artist specializing in hard-surface modeling and real-time asset pipelines. I have over 3 years of professional experience building game-ready assets for interactive media, simulation art, and training environments, including mission-critical projects for the U.S. Air Force. I thrive in cross-disciplinary teams and enjoy turning references and scan data into accurate, optimized assets that perform in real-time engines like Unreal and Unity. I am proficient with Blender, Maya, ZBrush, Substance Painter, and Photoshop, and I excel at high-to-low poly workflows, UV mapping, and asset optimization. I enjoy collaborating with artists and developers to deliver production-ready assets on schedule and with attention to realism and performance.

Available to hire

Hi, I’m Tyler Scarlett, a results-driven 3D Artist and Game Artist specializing in hard-surface modeling and real-time asset pipelines. I have over 3 years of professional experience building game-ready assets for interactive media, simulation art, and training environments, including mission-critical projects for the U.S. Air Force. I thrive in cross-disciplinary teams and enjoy turning references and scan data into accurate, optimized assets that perform in real-time engines like Unreal and Unity.

I am proficient with Blender, Maya, ZBrush, Substance Painter, and Photoshop, and I excel at high-to-low poly workflows, UV mapping, and asset optimization. I enjoy collaborating with artists and developers to deliver production-ready assets on schedule and with attention to realism and performance.

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Language

English
Fluent

Work Experience

3D Artist at Mass Virtual
March 1, 2022 - April 1, 2025
Produced 100+ game-ready 3D assets for real-time training and simulation environments used by the U.S. Air Force. Created optimized hard-surface assets using high poly to low poly workflows for Unreal Engine pipelines. Performed UV mapping and packing to support efficient PBR texturing in Substance Painter. Applied asset optimization techniques including LOD creation to maintain real-time performance. Utilized scan data and photographic references to ensure accuracy and realism. Collaborated with artists, developers, and technical teams to deliver production-ready assets on schedule.

Education

Bachelor of Science in Game Art at Full Sail University
January 11, 2030 - February 12, 2026
Bachelor of Science in Game Art at Full Sail University
January 11, 2030 - March 31, 2026

Qualifications

Prodigy Award Recipient
January 11, 2030 - February 12, 2026
Advanced Achievement Distinction
January 11, 2030 - March 31, 2026
Prodigy Award Recipient
January 11, 2030 - March 31, 2026

Industry Experience

Gaming, Media & Entertainment, Government, Professional Services