I’m a 3D Environment Artist, Prop Designer, and Technical Artist based in Atlanta, with hands-on experience creating high-quality, game-ready models and assembling real-time scenes. I enjoy taking assets from concept intent to polished delivery—building clean topology, solid UVs, and production-ready PBR textures while keeping performance targets in mind. Across Unreal Engine workflows, I optimize assets using LOD chains, audit scene complexity, and help maintain frame rate and memory budgets. I’m also proactive about collaboration—sharing WIP assets and feedback across departments, iterating quickly based on art and engineering needs, and ensuring every deliverable is spec-compliant before sign-off.

Tobi Oladapo

I’m a 3D Environment Artist, Prop Designer, and Technical Artist based in Atlanta, with hands-on experience creating high-quality, game-ready models and assembling real-time scenes. I enjoy taking assets from concept intent to polished delivery—building clean topology, solid UVs, and production-ready PBR textures while keeping performance targets in mind. Across Unreal Engine workflows, I optimize assets using LOD chains, audit scene complexity, and help maintain frame rate and memory budgets. I’m also proactive about collaboration—sharing WIP assets and feedback across departments, iterating quickly based on art and engineering needs, and ensuring every deliverable is spec-compliant before sign-off.

Available to hire

I’m a 3D Environment Artist, Prop Designer, and Technical Artist based in Atlanta, with hands-on experience creating high-quality, game-ready models and assembling real-time scenes. I enjoy taking assets from concept intent to polished delivery—building clean topology, solid UVs, and production-ready PBR textures while keeping performance targets in mind.

Across Unreal Engine workflows, I optimize assets using LOD chains, audit scene complexity, and help maintain frame rate and memory budgets. I’m also proactive about collaboration—sharing WIP assets and feedback across departments, iterating quickly based on art and engineering needs, and ensuring every deliverable is spec-compliant before sign-off.

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Work Experience

3D Modeler / Quality Assurance Technician at Yosh Studios
August 1, 2025 - Present
Created and assembled game-ready 3D props and environment assets in Maya and Blender, enforcing clean edge flow and quad-dominant topology while optimizing polygon budgets for real-time performance. Built LOD chains in Maya and Unreal to reduce triangle counts by up to ~60% at mid/far distances while preserving silhouette quality. Sculpted high-frequency detail in ZBrush and baked normal/AO maps in Substance Painter to reduce manual cleanup time by ~35%. Authored production PBR texture sets in Substance Painter (albedo/roughness/metallic/height/normal) and improved rendering performance by auditing overdraw, draw calls, and uncompressed textures in Unreal (about 30% improvement). Also supported 3D-printed model validation using Orca Slicer/Bambu Studio and tracked defects in Excel to improve build consistency.
3D Prop Artist & Visual Safety Designer at The Home Depot
March 1, 2021 - October 1, 2025
Developed interactive real-time 3D environments in Unreal Engine 5 for internal associate onboarding and safety training. Built modular environment kits with consistent snapping grids and pivots to speed up scalable scene assembly while minimizing draw-call overhead. Designed and placed foliage/vegetation using Unreal Foliage Tool and SpeedTree, managing density, cull distances, and LOD transitions for target frame rates. Built lighting setups using Lumen, sky/atmosphere, fog, and various light types to achieve mood-driven environments. Authored master materials with parameters for wetness/dirt/wear/emissive variation and integrated Quixel Megascans assets for natural, site-accurate surface reads. Modeled 25+ hard-surface props with UV workflows and produced complete PBR texture sets, improving surface fidelity by ~30%. Profiled scene performance with Unreal tools to reduce rendering load by ~35% and managed structured, version-controlled asset libraries using consistent naming convent

Education

Bachelor of Arts in Game Design (Minor in Georgia Film Academy) at Georgia State University
January 11, 2030 - August 30, 2026
Bachelor of Arts in Game Design (Minor in Georgia Film Academy) at Georgia State University
January 11, 2030 - August 30, 2026

Qualifications

Add your qualifications or awards here.

Industry Experience

Gaming, Media & Entertainment, Retail