
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.
ThE Weeping Keep




Stylized 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!
Valley of the Blue Dragon




3D Ancient Environment
Year: July 2024
Software: Unity, Maya, 3dsMax, Photoshop
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Overview:
​This environment consists of 6 model sets including small props, curved surface objects, modular walls/floors, landscape/rocks, organic models (plants/trees), and a complex centerpiece. The tools/techniques I used the most for modeling included curve modeling, the quad draw tool, and Maya's MASH animation system (for procedural duplication).
As for texturing, everything was made using Photoshop. I wanted to learn the traditional pipeline for texturing so I could take that skill into creating stylized textures in the future. Some texturing techniques I used included using trim sheets, tiling terrain textures, and creating decals (for leaves, paths, and lanterns).
Lastly was taking everything into Unity. The terrain slowly grew taller and larger as I started to polish the environment. I staged my objects and added finishing touches by creating particle systems for falling flowers, adding volumetric fog, and adding a water shader to the river.
This environment took a total of 140 hours to piece together the models, textures, and Unity terrain.
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.
Preparing for supper




3D Indoor 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.
The Twisted Turtle Cantina




3D Cyberpunk Environment
Year: December 2024
Software: Unreal Engine 5, Maya, Substance Painter
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Overview:
This environment consists of 3 model sets including props, curved surface objects, modular walls/floors/ceilings, and a complex center piece. Edge modeling and box modeling were mostly used for this environment, with emphasis on futuristic complexity.
Barrel o' berries




3D Props
Year: July 2023
Software: 3ds Max
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Overview:
Low poly, stylized models of red strawberries, blue strawberries, and a barrel. All models were created using box modeling techniques. I wanted the strawberries to maintain proper topology while having a sharp, low-poly style to them with complex texturing.
The texture maps were created using Procreate. I especially focused on the shimmer that strawberries typically have, while shading each seed to add a dimensional effect to the texture. Lighting was done in 3dsMax for the presentation.