
environment art
Here you can view all of the 3D environment art assets I've created where I practice my principles of art, elements of design, game optimization, and modularity.
Lush Cave




3D Environment and Level Design
Year: August 2025
Software: Unreal Engine, Maya, Photoshop, Substance Designer
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Overview:
This environment was an experimental prototype of the art style for a personal project of mine. I wanted to revisit the hand-painted, stylized texture style often seen in World of Warcraft in combination with ethereal effects seen in games like Journey.
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I developed this level in Unreal Engine using the landscape and modeling tools built-in to form the cave's level design. I then modeled the rocks, waterfall, props, and foliage to take into Photoshop for hand-painted texturing. Finally, I used both Substance Designer's and Unreal Engine's material editors to build the rock, water, sand, and crystal materials.
Glistening Hatchery




3D Environment
Year: March 2025
Software: Unreal Engine, Maya, Substance Designer, Substance Painter
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Overview:
This project showcases all the skills I learned at the start of 2025: materials, shaders, and lighting. For this piece, I wanted to focus solely on style-matching my lighting/textures with AAA & PBR titles such as Diablo while maintaining a modular, optimized scene.
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The materials made in Substance Designer have around a dozen exposed parameters for artists to adjust to their needs. Additionally, as showcased in the videos below, I created a parallax frozen water material that has much more depth than a flat texture.​
The Rat's Nest




3D Environment
Year: May 2025
Software: Unreal Engine, Maya, Substance Painter, Substance Designer
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Overview:
This project served as an experiment for several skills I picked up over the last few months. This was an attempt at building stylized materials within a modular organic environment. All 3D models, textures, and lighting were built from scratch.
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The sandstone materials built in Substance Designer have many different parameters to allow for versatility between projects. There are presets for both stylized and realistic artistic directions.
Preparing for supper




3D Environment
Year: February 2025
Software: Unity, Maya, Photoshop, Substance Designer, Substance Painter
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Overview:
This project is the result of my experimentation with Substance Designer and Unity Lighting. I created all the textures and models from scratch during a 3-5 week learning process.
The goal was to create a dining table setup with full-focus on creating Substance Designer materials and using Unity HDRP lighting. In the process I created a fully modular cloth material, a glass material, and a wood material.
Unannounced Title




3D Environment
Year: June 2025
Software: Unity, Maya, Substance Designer, Substance Painter
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Overview:
As art lead, this environment was built to push the creative direction of 3D models, lighting, and texturing for an unannounced game. All models were created from scratch with optimization techniques applied.
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The stylized painterly material was created for all artists to use for their 3D models to ensure cohesion throughout all levels. There are over a dozen parameters for the user to choose from, including paint stroke variation and hue/saturation/luminance variables.
ThE Weeping Keep




3D Environment - World of Warcraft Student Art Contest
Year: January 2025
Software: Unity, Maya, Photoshop
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Overview:
My final submission for the Blizzard World of Warcraft Student Art Contest. I started with modeling the stained glass centerpiece, then the trees/rocks as they were the most important.
Afterward, I made simple tiling floor textures and modular walls, ceilings, and pillars. Last on the list was to integrate everything into Unity, design lighting, and set design. I finished this piece off with some particle effects and fireflies to piece it all together!
Twisted Turtle Cantina




3D Environment
Year: December 2024
Software: Unreal Engine, Maya, Substance Painter
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Overview:
This project was a study of different studies, such as modular modeling, PBR texturing, advanced lighting, and level/set design.
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The first version of this environment was completed in December 2024, however, the level and set design needed major improvements. In April 2025, I revisited this environment to give it a fresh look with new lighting, improved materials, and UI elements to tell the player little stories about the bar.
Sticker-Bombed Mini Cooper




3D Vehicle
Year: February 2025
Software: Unity, Maya, Substance Painter, Photoshop
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Overview:
I had the itch to sticker bomb my car in all of the game jam characters I've created. So here it is!
I worked closely with NURBS in Maya for this project, which was a learning curve but I don't think I could have achieved this level of curvature without them. I started with the base shell, created large details, added small details, textured it, and brought it into Unity! Since I've been studying Unity lighting for another project, I was able to use those techniques for this project.