3D Artist building photorealistic, game-ready, and modular environments for Unreal Engine. I use Blender for hard-surface modeling and Substance 3D Painter for PBR texturing, with a focus on strong lighting, clean UVs, and production-ready assets. I deliver client-ready work across modeling, texturing, and environment lighting, while improving pipelines and mentoring other artists. I’ve also contributed to immersive, accessible real-time experiences by optimizing performance and streamlining production workflows.

Thomas Frose

3D Artist building photorealistic, game-ready, and modular environments for Unreal Engine. I use Blender for hard-surface modeling and Substance 3D Painter for PBR texturing, with a focus on strong lighting, clean UVs, and production-ready assets. I deliver client-ready work across modeling, texturing, and environment lighting, while improving pipelines and mentoring other artists. I’ve also contributed to immersive, accessible real-time experiences by optimizing performance and streamlining production workflows.

Available to hire

3D Artist building photorealistic, game-ready, and modular environments for Unreal Engine. I use Blender for hard-surface modeling and Substance 3D Painter for PBR texturing, with a focus on strong lighting, clean UVs, and production-ready assets.

I deliver client-ready work across modeling, texturing, and environment lighting, while improving pipelines and mentoring other artists. I’ve also contributed to immersive, accessible real-time experiences by optimizing performance and streamlining production workflows.

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Work Experience

3D Artist at Figment Productions
March 1, 2023 - March 1, 2025
Developed immersive digital environments with an emphasis on user accessibility and intuitive navigation across projects including Experiment! Immersive Ride, Legoland New York Minifigure Skyflyer, Warwick Castle Hotel Talking Portraits, Hopetown Darlington, The Boat Hall – National Maritime Museum Cornwall, and Lego Minifigure Speedway (plus additional unreleased work). Coordinated with cross-functional teams to support reliable delivery against deadlines and performance targets.
3D Artist at Dominic Harris Studio
February 1, 2023 - March 1, 2023
Collaborated with a cross-functional creative team on Endurance: Colony, contributing 3D modeling, texturing, and lighting to help deliver interactive environment art. Evaluated multi-user editing tools to enable highly collaborative, simultaneous workflows for interconnected environment development.
Real-Time Designer at Outernet
June 1, 2022 - January 1, 2023
Used AI technologies to optimize asset resolution and enhance frame rates, improving overall technical performance. Identified operational bottlenecks and developed technical solutions to streamline internal workflows, accelerating delivery. Collaborated with developers and team leads to address recurring user issues and contribute to long-term product improvements, reducing support volume.
3D Artist at Freelance
September 1, 2021 - Present
Executed high-quality 3D modeling, texturing, and lighting for client assets including Kinahan’s Whiskey, Atelio, Autohaus Collection, Electric Theatre Collective, Generation Concrete, Hololux, IDS, Innovation Esports, Miss Wolf, San Creative, Sertus, The Garden, Colour Theory, Second Home Studio and more. Met production milestones by troubleshooting pipeline bottlenecks and optimizing 3D asset workflows. Mentored junior artists through technical coaching and constructive visual critiques.

Education

3D Art for Video Games at Udemy
October 1, 2025 - January 1, 2026

Qualifications

3D Art (self-education)
December 1, 2020 - August 1, 2021
3D Art for Video Games (Udemy)
October 1, 2025 - January 1, 2026

Industry Experience

Gaming, Media & Entertainment, Software & Internet, Education
    Etar Building

    Over the last 3 months I worked on this Etar Building Modular Kit which is the result of me going through Nicolas Bucco’s “Unreal Engine 5 - Learn Environment Art for 3D Video Games” course on Udemy.
    .
    Materials, Tesselation, Vertex Painting, Landscape Sculpting, Foliage, Props, Decals, Lighting, Compositing, and Rendering was done in Unreal Engine.
    3D Modelling of the Modular Kit was done in Blender.
    Texturing of the Modular Kit Trimsheets was done in Substance Painter.
    Modular Kit Trimsheet planning was done in Photoshop.
    Modular Kit Reference gathering was done in PureRef.

    Even though I was following along a course, I still consider this a personal project, as I have learned quite a lot and applied my own adjustments.
    Going forward I plan on working on more 3D Environment Art for Games projects with less reliance on external assets, and more independent authoring involvement in topics such as 3D Prop Modelling, Texture Creation with Substance Designer, and other 3D Environment Art adjacent skills.
    .
    Credits:
    Nicolas Bucco:
    https://www.twine.net/signin
    Unreal Engine 5 - Learn Environment Art for 3D Video Games course on Udemy:
    https://www.twine.net/signin