I’m a 3D Environment Artist with a strong focus on materials, lighting, and real-time worldbuilding. I enjoy creating immersive, visually rich environments that balance artistic storytelling with technical performance. My background spans game development, interactive experiences, and product-driven projects, where I’ve worked closely with designers, engineers, and VFX teams to bring ideas from concept to engine-ready execution. I specialize in PBR materials, shader development, and environment integration using Unreal Engine and Unity, and I’m particularly drawn to surface detail, mood, and visual clarity. I approach every project with a problem-solving mindset, strong collaboration skills, and a passion for building worlds that feel cohesive, polished, and engaging.

Fangyu Guo

I’m a 3D Environment Artist with a strong focus on materials, lighting, and real-time worldbuilding. I enjoy creating immersive, visually rich environments that balance artistic storytelling with technical performance. My background spans game development, interactive experiences, and product-driven projects, where I’ve worked closely with designers, engineers, and VFX teams to bring ideas from concept to engine-ready execution. I specialize in PBR materials, shader development, and environment integration using Unreal Engine and Unity, and I’m particularly drawn to surface detail, mood, and visual clarity. I approach every project with a problem-solving mindset, strong collaboration skills, and a passion for building worlds that feel cohesive, polished, and engaging.

Available to hire

I’m a 3D Environment Artist with a strong focus on materials, lighting, and real-time worldbuilding. I enjoy creating immersive, visually rich environments that balance artistic storytelling with technical performance. My background spans game development, interactive experiences, and product-driven projects, where I’ve worked closely with designers, engineers, and VFX teams to bring ideas from concept to engine-ready execution.

I specialize in PBR materials, shader development, and environment integration using Unreal Engine and Unity, and I’m particularly drawn to surface detail, mood, and visual clarity. I approach every project with a problem-solving mindset, strong collaboration skills, and a passion for building worlds that feel cohesive, polished, and engaging.

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Work Experience

3D Environment Artist at Joblogic -X
October 1, 2025 - Present
Collaborated with designers, VFX, and lighting teams to establish artistic direction for an interactive crystal-themed wish-bracelet blind box game, ensuring storytelling and technical integration across departments. Directed full-cycle environment art production from concept ideation and material prototyping to in-engine implementation, covering crystal environments, props, and lighting polish. Authored advanced PBR crystal shaders using Substance Designer and Unreal material blueprints to achieve physically accurate refraction, translucency, and spectral highlights. Developed 15+ dynamic VFX and lighting assets by combining Substance Designer and Photoshop for parameterized textures integrated into Unreal’s master material pipeline. Partnered with UI/UX and rendering engineers to refine environmental readability and optimization, improving user focus and scene clarity by 40% during usability testing.
Environment and UI Artist at Curaxuan Studio
March 1, 2025 - October 1, 2025
Collaborated with game designers and technical artists to establish the visual direction of a pixel-art adventure prototype, aligning environment style, character design, and UI consistency within Unity’s rendering limitations. Executed end-to-end environment art production, from tilemap layout and color scripting to in-engine lighting and parallax integration. Created and animated pixel characters, props, and environmental effects in Aseprite using frame-by-frame workflows.
Environment Artist at TenWin
September 1, 2024 - March 1, 2025
Collaborated with art leads to design and texture a vintage rotary telephone model, focusing on ornate metallic engravings, lacquered wood, and aged surface wear to convey historical authenticity and craftsmanship. Executed the full asset pipeline, from high-poly sculpting and retopology in Maya to detailed material painting in Substance Painter, achieving high-fidelity props optimized for cinematic and real-time rendering environments.
3D Environment Artist (TiMi J6) at Tencent Games
May 1, 2024 - August 1, 2024
Specialized in 3D environment creation, lighting optimization, and performance tuning, achieving harmonized scene composition and stable real-time performance across multiple mobile levels through balanced artistic and technical execution. Collaborated with Level Design, Tech Art, and VFX teams to align gameplay readability with art direction, integrating baked lighting, optimized materials, and custom Editor Utility tools to enhance visual quality and production efficiency. Enhanced level performance and workflow scalability using iterative profiling and asset pipeline optimization, refining LODs, culling distances, texture resolutions, and lightmap densities to surpass industry-standard benchmarks for mobile rendering.
Material Artist at Precision Insight Solutions
November 1, 2023 - April 1, 2024
Modeled and textured high-fidelity PBR materials for porcelain, and tile surfaces in an American Standard bathroom scene using Substance Painter and Maya, ensuring realistic light interaction and unity style for display presentation.

Education

Bachelor of Fine Arts in Game Art, Minor in Business of Art and Design at Ringling College of Art and Design (RCAD)
January 11, 2030 - February 24, 2026

Qualifications

Add your qualifications or awards here.

Industry Experience

Gaming, Media & Entertainment, Software & Internet