I am an Environment & Technical Artist with a postgraduate background in Game Art, focused on production-ready environment assets, props, and real-time workflows using Unreal Engine, Maya, ZBrush, and Substance Painter. I enjoy balancing artistic quality with technical performance to create immersive environments. I thrive in collaborative development environments, supporting asset implementation, optimization, and technical art pipelines while maintaining asset quality and clear communication across disciplines.

Zachary Wilkins

I am an Environment & Technical Artist with a postgraduate background in Game Art, focused on production-ready environment assets, props, and real-time workflows using Unreal Engine, Maya, ZBrush, and Substance Painter. I enjoy balancing artistic quality with technical performance to create immersive environments. I thrive in collaborative development environments, supporting asset implementation, optimization, and technical art pipelines while maintaining asset quality and clear communication across disciplines.

Next availability:
June 30, 2026

I am an Environment & Technical Artist with a postgraduate background in Game Art, focused on production-ready environment assets, props, and real-time workflows using Unreal Engine, Maya, ZBrush, and Substance Painter. I enjoy balancing artistic quality with technical performance to create immersive environments.

I thrive in collaborative development environments, supporting asset implementation, optimization, and technical art pipelines while maintaining asset quality and clear communication across disciplines.

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Work Experience

Volunteer Technical and Environment Artist at Chokepoint Creative & Desk Burger Studios
February 1, 2024 - January 1, 2025
Supported environment art and technical implementation workflows within Unreal Engine pipelines. Created and implemented environmental assets, props, and supporting scene elements. Assisted with workflow optimization and tool implementation to improve development efficiency. Collaborated with artists and designers to support production goals and maintain asset quality. Worked within iterative development environments requiring adaptability and communication across disciplines.
Environment Art Intern at Dink
June 1, 2023 - September 1, 2023
Produced environmental props, structures, and supporting world assets for projects including Dutch Maximus and BBC production Lagging. Followed established art direction and production pipelines to create production-ready assets. Implemented assets into project builds while maintaining consistency with technical and visual requirements. Developed experience working within collaborative studio-style production workflows.

Education

Master of Arts (MA) in 3D Game Art at Teesside University
September 1, 2024 - January 1, 2025
BA Computer Game Art (+ Foundation Year) at Teesside University
September 1, 2018 - June 1, 2023

Qualifications

Add your qualifications or awards here.

Industry Experience

Gaming, Media & Entertainment
    Drew's Easy Diner - Unreal Engine Hyperrealism Piece

    I decided to create Drew’s Diner on a whim. I love the Life is Strange games, so I wanted to put my own take on the Two Whales Diner from Season 1 (Dontnod, 2015). But I also love The Last of Us (2013) and – oh to Hell with it – anything Naughty Dog, really. So why wouldn’t I jump at the chance to challenge myself with realism for once after so long focusing on Stylized assets and environments?

    It truly was a challenge, and with my personal life also taking a hit at the very start of the module it would have been very easy to just sack it off and go for something easier or safer. However, that’s not my style. I am not about to give up without one last fight and while this challenged me I am unbelievably proud of the work I’ve undertaken and the things I’ve overcome and learned in order to create the scene itself.

    So… What is it?

    I have made a fully optimized Real-Time 3D environment rendered in UE5 and running at 60-70FPS minimum (it can reach 100-110 if viewing on a computer as opposed to a laptop).

    The scene includes two sourced cars in the parking lot, but the rest has been made from scratch using the various tools available through the university Student licenses (sources of the cars available upon request).

    https://www.twine.net/signin