ENVIRONMENT ART & 3D GENERALIST

KASHIF JALIL

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.

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Years in games

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Shipped environments

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Hero assets modeled

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AAA studio credits

SELECTED WORK

Featured Projects

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EXT / FOREST_OUTPOST BEAUTY

Forest Outpost

Abandoned ranger station reclaimed by overgrowth. Modular kit built for a 40-minute exploration loop.

UE5NaniteLumen
PROP / RELIC_ENGINE BEAUTY

Relic Engine

Hero sci-fi artifact, hand-sculpted then retopologized for a 12k tri real-time budget.

ZBrushSubstance
ENV / SALT_FLATS BEAUTY

Salt Flats

Procedural terrain pass and biome blending for an open-world desert region, 4km².

LandscapeNiagara
INT / TRANSIT_HUB BEAUTY

Transit Hub

Brutalist underground station, modular tiling kit with 6 material variants and dynamic grime.

Modular KitPBR
FX / RUIN_COLLAPSE BEAUTY

Ruin Collapse

Destructible tower sequence — procedural rubble generation authored with Houdini Engine.

HoudiniVFX
MAT / WET_STONE BEAUTY

Material Study — Wet Stone

Procedural rain-slicked cobblestone shader graph, built for scale variation without tiling.

SubstanceShaders
EXT / FOREST_OUTPOST — BREAKDOWN

CASE STUDY

Forest Outpost

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.

  • Blocked out geometry and player pacing directly in UE5, iterating on sightlines with a playable greybox.
  • Modeled and textured 40+ hero and modular assets across Blender and Substance 3D.
  • Authored Nanite-ready meshes with a shared trim-sheet system for streaming efficiency.
  • Set up Lumen GI, fog volumes and a day-to-dusk lighting pass to sell scale and mood.
Ask about this project →

ABOUT

A little about my process

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.

DETAILS
Name
Kashif Jalil
Based in
Lahore, Pakistan
Experience
6 years
Specialization
Environment & World Art
Engines
Unreal Engine 5, Unity
Availability
Full-time, relocation OK

TOOLKIT

Tools & Software

Engines

Unreal Engine 5Unity

Modeling & Sculpting

BlenderMayaZBrush

Texturing & Shading

Substance PainterSubstance DesignerQuixel Mixer

Terrain & FX

World MachineGaeaHoudiniNiagara

Pipeline

PerforceGitMarmoset ToolbagPhotoshop