I am an Environment and Vegetation Artist with professional experience in game development, specializing in creating real-time environments and vegetation for Unreal Engine. I have experience across the full asset creation process, from research and blockout to modelling, sculpting, texturing, optimization, and in-engine integration. Vegetation is one of my key areas of interest, and I enjoy finding efficient and practical approaches to creating different types of plants and natural environments while working within production requirements. Alongside my art background, I have been developing my Technical Art and pipeline skills through self-directed projects, particularly in Unreal Engine 5 and Python. I have built tools for asset automation, validation, and workflow improvements, and I am interested in continuing to grow at the intersection of art and technology. I am currently open to opportunities in Singapore and would be interested in Environment Art, Vegetation, Technical Art, or related real-time 3D roles.

Casber Wong

I am an Environment and Vegetation Artist with professional experience in game development, specializing in creating real-time environments and vegetation for Unreal Engine. I have experience across the full asset creation process, from research and blockout to modelling, sculpting, texturing, optimization, and in-engine integration. Vegetation is one of my key areas of interest, and I enjoy finding efficient and practical approaches to creating different types of plants and natural environments while working within production requirements. Alongside my art background, I have been developing my Technical Art and pipeline skills through self-directed projects, particularly in Unreal Engine 5 and Python. I have built tools for asset automation, validation, and workflow improvements, and I am interested in continuing to grow at the intersection of art and technology. I am currently open to opportunities in Singapore and would be interested in Environment Art, Vegetation, Technical Art, or related real-time 3D roles.

Available to hire

I am an Environment and Vegetation Artist with professional experience in game development, specializing in creating real-time environments and vegetation for Unreal Engine. I have experience across the full asset creation process, from research and blockout to modelling, sculpting, texturing, optimization, and in-engine integration.

Vegetation is one of my key areas of interest, and I enjoy finding efficient and practical approaches to creating different types of plants and natural environments while working within production requirements.

Alongside my art background, I have been developing my Technical Art and pipeline skills through self-directed projects, particularly in Unreal Engine 5 and Python. I have built tools for asset automation, validation, and workflow improvements, and I am interested in continuing to grow at the intersection of art and technology.

I am currently open to opportunities in Singapore and would be interested in Environment Art, Vegetation, Technical Art, or related real-time 3D roles.

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Language

English
Fluent
Chinese
Intermediate
Malay
Advanced

Work Experience

3D Vegetation & Environment Artist at onyx.studio (South of Midnight)
January 1, 2022 - January 1, 2024
Created vegetation assets for South of Midnight, covering the full pipeline from research and blockouts to highpoly sculpting, lowpoly creation, texturing, stylized interpretation, optimization, and Unreal Engine integration and validation. Built and dressed environments using foliage, organic props, and structural elements to define area atmosphere and visual identity, supporting navigation through composition and environmental storytelling. Worked from early blockout through final dressing, refining terrain, vegetation, props, and water systems to evolve layouts into cohesive, visually rich playable spaces. Developed RGB channel-based controls for modular root assets to provide moss/mud/hue variation while keeping consistent overall treatment. Prototyped and deployed modular root traversal systems using Unreal Engine spline systems and Blueprints to help integrate traversal-focused environment assets.

Education

Advanced Diploma in Multimedia & Spatial Design at Era Technology Communication Art & Design
January 1, 2011 - January 1, 2014

Qualifications

Add your qualifications or awards here.

Industry Experience

Gaming, Media & Entertainment, Software & Internet

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