I am a passionate 3D Environment Artist with a strong foundation in modeling and game environment creation. Proficient with Autodesk Maya, Unreal Engine, Substance Painter/Designer, Blender, and ZBrush. I thrive in collaborative environments, enjoy learning from peers, and constantly push myself both creatively and technically. I'm eager to contribute to a studio where I can build immersive worlds and continue growing as a visual storyteller. I model with high-detail, hard-surface designs for post-apocalyptic settings. I developed three immersive environments—Snow Forest, Canyon Desert, and Dense Forest—demonstrating asset modeling, texturing, and integration into game engines. I created a layered material system in Unreal Engine 5 for dynamic texturing across environments, ensuring visual consistency and optimization.

hinta

I am a passionate 3D Environment Artist with a strong foundation in modeling and game environment creation. Proficient with Autodesk Maya, Unreal Engine, Substance Painter/Designer, Blender, and ZBrush. I thrive in collaborative environments, enjoy learning from peers, and constantly push myself both creatively and technically. I'm eager to contribute to a studio where I can build immersive worlds and continue growing as a visual storyteller. I model with high-detail, hard-surface designs for post-apocalyptic settings. I developed three immersive environments—Snow Forest, Canyon Desert, and Dense Forest—demonstrating asset modeling, texturing, and integration into game engines. I created a layered material system in Unreal Engine 5 for dynamic texturing across environments, ensuring visual consistency and optimization.

Available to hire

I am a passionate 3D Environment Artist with a strong foundation in modeling and game environment creation. Proficient with Autodesk Maya, Unreal Engine, Substance Painter/Designer, Blender, and ZBrush. I thrive in collaborative environments, enjoy learning from peers, and constantly push myself both creatively and technically.

I’m eager to contribute to a studio where I can build immersive worlds and continue growing as a visual storyteller. I model with high-detail, hard-surface designs for post-apocalyptic settings. I developed three immersive environments—Snow Forest, Canyon Desert, and Dense Forest—demonstrating asset modeling, texturing, and integration into game engines. I created a layered material system in Unreal Engine 5 for dynamic texturing across environments, ensuring visual consistency and optimization.

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Language

English
Fluent

Work Experience

Add your work experience history here.

Education

CG Asset Creation for Film or Games at Think Tank Institute Canda
January 1, 2024 - July 1, 2025

Qualifications

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Industry Experience

Gaming, Media & Entertainment, Software & Internet, Education, Professional Services
    The Coyote

    https://www.twine.net/signin
    The moment I came across this concept art during my research, I was instantly drawn in. I began imagining a narrative around the vehicle—a post-apocalyptic world, and a resilient character who transforms it into a rugged rescue dune buggy. That story became the heart of the project, driving (no pun intended) my creative process. I was eager to visualize this machine across varied atmospheres, each designed to highlight its presence and truly capture the majestic feeling of this vehicle.
    To showcase the vehicle in different contexts, I developed three distinct environments- Snow Forest, Dense Forest, and Canyon Desert. Each environment highlights the vehicle in a different light, pushing both its design and storytelling impact.
    This was truly an enjoyable process to work on because of my love for hard surface modelling and getting to learn new sets of things in terms of material creation and optimized workflows.
    I started this project by creating a high-poly model of the vehicle, which I then refined into a mid-poly version. This allowed me to maintain the detailed shapes without pushing the poly count too high. The entire model was built and UV unwrapped in Autodesk Maya.
    For texturing, I created tileable materials using Substance Painter and Substance Designer. To ensure the vehicle blended seamlessly into each of the three environments, I developed a layered material system in Unreal Engine 5. This system allowed the textures to dynamically adapt to different settings, maintaining visual consistency across scenes. The main goal throughout the project was to keep everything optimized while still delivering high-quality results.

    Bioshock infinite

    https://www.twine.net/signin
    This project is inspired by the breathtaking floating city of Columbia from Bioshock Infinite. Bringing this vision to life was an incredibly rewarding experience, both creatively and technically.
    The entire environment was built using a modular workflow in Maya, with textures crafted in Substance Painter and Substance Designer. The final scene was brought together and rendered in Unreal Engine 5. Exploring a stylized art direction for this project was especially enjoyable, and it allowed me to push my skills while experimenting with form, color, and composition.