Forest Outpost
Abandoned ranger station reclaimed by overgrowth. Modular kit built for a 40-minute exploration loop.
●ENVIRONMENT ART & 3D GENERALIST
I build the worlds players get lost in.
Six years shaping real-time environments for narrative and open-world titles — from first blockout to final lighting pass. Fluent in Unreal Engine 5, Blender and Substance 3D, with a soft spot for weathered materials and believable scale.
Years in games
Shipped environments
Hero assets modeled
AAA studio credits
SELECTED WORK
Hover a thumbnail to scrub through its render passes. Move your cursor across a card to tilt it.
Abandoned ranger station reclaimed by overgrowth. Modular kit built for a 40-minute exploration loop.
Hero sci-fi artifact, hand-sculpted then retopologized for a 12k tri real-time budget.
Procedural terrain pass and biome blending for an open-world desert region, 4km².
Brutalist underground station, modular tiling kit with 6 material variants and dynamic grime.
Destructible tower sequence — procedural rubble generation authored with Houdini Engine.
Procedural rain-slicked cobblestone shader graph, built for scale variation without tiling.
CASE STUDY
Lead Environment Artist · Solo project · 7 weeks
A single-biome vertical slice built to demonstrate full-pipeline ownership — from greybox pacing through to final lighting. The brief: make abandonment feel recent, not ancient.
ABOUT
I got into environment art the way most of us do — taking screenshots I had no business being proud of, in games I didn't build. That curiosity turned into six years of shipping real-time worlds, and a habit of never trusting a material until it's been seen from every angle in-engine.
I care most about believability at human scale: how a doorway implies who walks through it, how grime tells a story nobody wrote down. I'm currently looking for an environment or world-building role at a studio that ships worlds players want to live in.
TOOLKIT