Vaibhav Choudhary
I’m Vaibhav Choudhary, an Environment Artist, 3D Artist, and real-time 3D designer with 6+ years of experience creating immersive worlds for games and XR experiences.
About
I’m Vaibhav Choudhary, an Environment Artist, 3D Artist, and real-time 3D designer with 6+ years of experience creating immersive worlds for games and XR experiences. I enjoy building cohesive environment storytelling through modular asset creation, PBR materials, lighting, and performance-minded scene optimization—so what looks great also runs smoothly in real-time.
I’ve contributed to Fortnite environment production at Epic Games, including stylized structures, natural spaces, and dense urban POIs, while partnering closely with Level Design and art leads to support gameplay routes and visual readability. Earlier, at Tata Elxsi, I worked on photoreal production-ready 3D assets and VR/XR training environments, including Unreal Engine 5 and Meta Quest 2 interactive workflows—taking projects from reference and blockout to optimization, integration, and testing.
- 6 years' experience
- Joined October 2026
Skills· 9
Languages
- EnglishAdvanced
Industry experience
- Gaming
- Media & Entertainment
- Software & Internet
Work experience
Contributed to Fortnite environment art by developing stylized structures, natural terrain, and foliage aligned with seasonal visual identity. Supported the Seaport City environment by refining layered urban architecture, elevated infrastructure, colorful storefronts, and environmental elements across a dense commercial POI using Unreal Engine 5. Refined stylized natural spaces for Flooded Frogs with wooden architecture, dense vegetation, water elements, and strong POI visual identity. Built modular environment kits and reusable assets using Blender and Substance 3D Painter with PBR workflows for consistent world building. Partnered with Level Design to refine art around gameplay routes, sightlines, traversal spaces, and points of interest. Optimized scenes through LOD creation, draw call reduction, texture memory management, and polygon budgeting to support stable real-time performance. Participated in art reviews and iterative production feedback to maintain visual cohesion with beli
Created photorealistic, production-ready 3D assets, props, hard-surface models, and digital environments for CGI, real-time visualization, VR/XR, product visualization, training, and immersive content. Built detailed 3D models from client briefs, references, visual research, and design direction while maintaining accurate scale, clean topology, efficient UVs, and reusable asset structure. Developed PBR materials, textures, UVs, lighting setups, renderings, and scene compositions using Blender, Maya, ZBrush, Substance 3D Painter/Designer, Adobe Photoshop, Unreal Engine, and real-time workflows. Translated 2D concepts and stakeholder feedback into polished 3D visual outputs for product storytelling and environment design. Engineered real-time interactive maintenance simulations in Unreal Engine 5 and Meta Quest 2 environments, integrating animations and guided workflows and optimizing assets for VR/XR training. Prepared optimized assets and scenes for Unreal Engine integration with corre
Performed functionality, regression, and sanity testing across Ubisoft AAA projects. Verified bug fixes across updated builds and retested resolved issues to ensure stability without introducing new problems in related gameplay systems. Supported release-period and early post-launch QA for Tom Clancy’s Ghost Recon Breakpoint, testing mission flow, gameplay systems, UI behavior, progression issues, crashes, visual bugs, and collision problems across platform-specific builds. Tested internal builds for Assassin’s Creed Valhalla and reported issues related to quest progression, combat and traversal behavior, NPC interactions, animation bugs, UI flow, save/load behavior, and open-world systems. Contributed to Immortals Fenyx Rising QA by identifying bugs in puzzles, traversal, combat encounters, ability progression, checkpoint behavior, collisions, visual polish, and world interactions. Collaborated with multiple production teams to execute assigned test cases, track issue status, and
Education
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