I’m Torquil Trapp, an Unreal Artist and 3D Modeler with over two decades in digital media production. Today I specialize in Unreal Engine environments for games, animation, metaverse, architecture and virtual production. I work end-to-end to turn concepts into immersive real-time experiences, collaborating with artists and clients to deliver polished, production-ready results.
I love leading teams, refining workflows and obsessing over detail—lighting, textures and optimization included. My curiosity about new tech (AI-assisted tools, real-time pipelines) fuels creative exploration while staying grounded in practical delivery and clear communication with stakeholders.
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I was the team lead on this project, managing a team of 3 artists to produce this interactive Unreal scene. I also modelled the building, in a modular fashion from laser scanned reference. I also designed, and produced the all aspects of the animated showpiece to accompany the project.
As a senior Unreal I was involved in many aspects of production for the content in this showreel, including design and pre-production, 3d modelling, lighting, rendering, animation. As a senior/lead I managed fellow artist to produce exceptional results.
I was the lead artist and visual designer on this interactive world with a series of minigames. I designed the environment, leading a small team of artists to create stunning results. I developed a pipeline for efficient and quick asset production, which enabled us to create a substantial amount of content with a very small team. We created an efficient yet high fidelity interactive world and a series of high quality cinematics.
I also built the main castle structure from historical schematics, inside an out, producing a historically correct reconstruction of the main keep that was destroyed by the 1657 Meireki fire.
I designed and produced the gameplay, environment and assets for the Ninja Jonin mini game.
I was responsible for importing the track model from a low quality asset into Unreal, Upgrading the track and stadium quality, modelling the 2021 track changes into the model seamlessly, Lighting and props.
I produced a highly detailed reconstruction of the Japanese nightclub “Club Camelot”, Initial as an interactive metaverse space. It’s a highly detailed replica of the real world space. We ended up making a version of it for UEFN as an Fortnite island experience.
Conversion and implementation of a giant virtual production set for the ICC, using Unreal Engine with Datasmith and C4D . Also creating the surrounding environment, inspired by Mumbai.
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