I'm Cameron Frank Hard, a surface and environment artist specializing in sci-fi props, mechanical design, and real-time game art. I create clean, production-ready models, modular environments, and high-quality renders for game development. My work emphasizes engineered detail, functional design logic, and cohesive visual storytelling. I’m currently building a polished portfolio of hero assets and sci-fi environments optimized for real-time, high fidelity rendering.

Cameron Frank Hard

I'm Cameron Frank Hard, a surface and environment artist specializing in sci-fi props, mechanical design, and real-time game art. I create clean, production-ready models, modular environments, and high-quality renders for game development. My work emphasizes engineered detail, functional design logic, and cohesive visual storytelling. I’m currently building a polished portfolio of hero assets and sci-fi environments optimized for real-time, high fidelity rendering.

Available to hire

I’m Cameron Frank Hard, a surface and environment artist specializing in sci-fi props, mechanical design, and real-time game art. I create clean, production-ready models, modular environments, and high-quality renders for game development.
My work emphasizes engineered detail, functional design logic, and cohesive visual storytelling. I’m currently building a polished portfolio of hero assets and sci-fi environments optimized for real-time, high fidelity rendering.

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Language

English
Fluent

Work Experience

Infantry Weapons Squad Leader at United States Army
January 1, 2018 - January 1, 2021
Led a 4-person fire team in live-fire and anti-armor training; supervised weapons handling and mission execution under pressure; developed leadership and coordination skills applicable to production pipelines.
Community Manager | Development Operations Lead at ArmA 3 Sci‑Fi Project
January 1, 2021 - January 1, 2025
Directed a 20-person volunteer team producing sci-fi assets and environments; managed GitHub version control, asset integration, and update pipelines; created PR materials and optimized textures for real-time rendering; oversaw community operations for 400+ active members, maintaining engagement and structure.
Texture Artist (Volunteer) — ArmA 3 Modding Community at ArmA 3 Modding Community
January 1, 2020 - January 1, 2025
Delivered optimized, game-ready textures following PR workflows and real-time constraints.
Infantry Weapons Squad Leader | Anti-Tank Specialist at United States Army
January 1, 2018 - December 31, 2021
Led a 4-person fire team in live-fire and anti-armor training; supervised weapons handling and mission execution under pressure; developed leadership and coordination skills applicable to production pipelines; created PBR materials and optimized textures for real-time rendering; oversaw community operations for 400+ active members, maintaining engagement and structure.
Texture Artist at Arma 3 Modding Community
January 1, 2020 - January 1, 2025
Delivered optimized, game-ready textures following PBR workflows and real-time constraints.
Community Manager | Development Operations Lead at Arma 3 Sci‑Fi Project Community
January 1, 2021 - January 1, 2025
Directed a 20-person volunteer team producing sci-fi assets and environments; managed GitHub version control, asset integration, and update pipelines; created PBR materials and optimized textures for real-time rendering; oversaw community operations for 400+ active members, maintaining engagement and structure.

Education

Bachelor of Arts — 3D Design at California State University, Northridge (CSUN)
August 1, 2024 - May 1, 2026
Associate of Arts — Studio Arts at Los Angeles Pierce College
January 1, 2022 - June 1, 2024
Associate of Arts — Behavioral Sciences at Los Angeles Pierce College
January 1, 2022 - June 1, 2024

Qualifications

Add your qualifications or awards here.

Industry Experience

Gaming, Media & Entertainment, Software & Internet