I'm a versatile 3D designer with over four years’ experience creating immersive environments and layouts for interactive projects. I enjoy transforming ideas into functional, visually engaging 3D concepts, collaborating with teams to deliver production-ready designs that meet both creative and technical standards. My background in environmental art and level design gives me a strong understanding of real-world spatial logic, modular construction, and visual storytelling. I thrive on turning concepts into polished, playable environments, balancing artistic intent with practical constraints and pipeline efficiency.

Jack Chatterton

I'm a versatile 3D designer with over four years’ experience creating immersive environments and layouts for interactive projects. I enjoy transforming ideas into functional, visually engaging 3D concepts, collaborating with teams to deliver production-ready designs that meet both creative and technical standards. My background in environmental art and level design gives me a strong understanding of real-world spatial logic, modular construction, and visual storytelling. I thrive on turning concepts into polished, playable environments, balancing artistic intent with practical constraints and pipeline efficiency.

Available to hire

I’m a versatile 3D designer with over four years’ experience creating immersive environments and layouts for interactive projects. I enjoy transforming ideas into functional, visually engaging 3D concepts, collaborating with teams to deliver production-ready designs that meet both creative and technical standards.

My background in environmental art and level design gives me a strong understanding of real-world spatial logic, modular construction, and visual storytelling. I thrive on turning concepts into polished, playable environments, balancing artistic intent with practical constraints and pipeline efficiency.

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Language

English
Fluent

Work Experience

Lead 3D Artist at Fallen Planet Studios
August 1, 2021 - Present
Responsible for the visual design, spatial planning, and technical development of 3D environments for VR horror games. Designed and built large-scale modular environments using real-world measurement standards to ensure consistent scale and usability. Developed visual layouts and spatial compositions to balance form, function, and user flow. Created 3D concept models and set-dressing layouts to communicate design intent clearly across teams. Collaborated with stakeholders to define visual direction, improve environment pipeline efficiency and asset reuse across multiple projects. Documented environment metrics and workflows to maintain quality control and production consistency. Delivered multiple vertical slices to external partners, aligning visual design with performance and production targets. Key achievements included shipping a vertical slice for Meta and delivering milestones for Valve games for The Asylum.
Team Lead at The Asylum / Nightmare Garden (Beyond Extent - Community Challenge)
August 1, 2021 - October 1, 2021
Acted as coordinator and project lead. Planned, managed and supported the project team. Delivered the completed project within a 5-week period. Led a team of 6 artists, communicating a clear project vision. Collaborated and contributed to asset delivery and ensured all work was shared equally. Assembled the final scene, asset creation and placement, lighting and composing our final hero shots for submission.

Education

BA (Hons) Game Design at Sheffield Hallam University
January 1, 2012 - January 1, 2015
BA (Hons) Game Design at Sheffield Hallam University
January 1, 2012 - January 1, 2015

Qualifications

Level 3 Media (Game Design)
January 1, 2010 - January 1, 2012
BA (Hons) Game Design
January 1, 2012 - January 1, 2015
Level 3 Media (Game Design) - Distinction
January 1, 2010 - January 1, 2012
Level 3 Media (Game Design) - Distinction
January 1, 2010 - January 1, 2012

Industry Experience

Gaming, Media & Entertainment, Software & Internet