I am a creative Environment Artist with 4+ years of experience in the games industry, crafting immersive, performance-optimized 3D environments for AAA, AA, and mobile titles. Highly motivated and proactive, with a strong track record of problem-solving and making thoughtful creative decisions.
I began my career as a freelance artist, creating low-poly assets for mobile games, which opened the door to an exciting opportunity at TriPunk Ltd. Over the past four years, I’ve contributed to high-profile projects—including The Lord of the Rings: Return to Moria—as well as several unannounced titles, gaining hands-on experience across diverse artistic pipelines and production workflows.
I'm currently open to full-time, contract, or freelance opportunities.
During my time as a Mid-Level Environment Artist, I took on greater responsibilities beyond asset creation and environment art. I provided feedback and support to Junior Environment Artists while also planning and scoping the time required for environments, assets, and materials. This planning gave the client clear visibility into project timelines and budgets, allowing them to make informed decisions to stay on track whilst maintaining high artistic standards
Lord Of The Rings: Return To Moria - Durins Folk DLC:
- Delivered optimised modular kits and created hard-surface assets
- Responsible for world-building, level design, and set dressing to create immersive and visually cohesive environments.
Unannounced AAA Title:
- Fully planned and scoped assets and environments to ensure deliverables were achievable within budget constraints.
- Full scale modular city creation from blockout to a fully realised environment
- Authored documentation for environment workflows, ensuring consistency across art teams
- Responsible for the creation of environments at both macro and micro levels—shaping overall layout, composition, and atmosphere, while also focusing on detailed asset placement, materials, and storytelling elements.
- Created detailed asset blockouts and carried them through to finalization, ensuring accuracy in scale, form, and visual intent.
- Created trim sheets and tileable materials, and built assets using them to ensure visual consistency and optimize the texturing workflow.
Skills: Unreal engine 5 · ZBrush · Substance Painter · Adobe Photoshop · Blender · Unreal Engine
During my time as a Junior Environment Artist at TriPunk Ltd I was responsible for crafting immersive environments, creating detailed proxy blockouts ready for engine implementation,sculpting and texturing. Working closely with the Lead Artist and Art Director to ensure their vision for the environments and assets were met.
Lord Of The Rings: Return To Moria:
- Creation of hard surface asset proxy blockouts, to off hand to outsource to finalise
- World building and environment set dressing to enhance visual story telling
- Creation of optimised modular Architecture components
- Texturing of modular Architecture components and individual props
- Worked closely with design to understand the needs for each level whilst also suggesting level design changes to help support composition and game play needs.
- Blueprint and prefab creation and implementation
- Collaborated closely with the Art Director and Lead Artist to ensure asset and environment designs aligned with their creative vision
Unannounced AAA Vertical Slice:
- Environment blockouts, establishing flow and composition
- Set dressing open world and smaller tight environments
- Creation of asset proxy blockouts, taking some of them to final to help support outsource artists
- Creation of Modular building components
Skills: Unreal engine 5 · ZBrush · Substance Painter · Adobe Photoshop · Blender · Unreal Engine 4
During my time as a freelance artist, I handled a wide range of responsibilities, including low-poly asset creation, silhouette design, texturing, and retopology work. I worked closely with clients to understand the specific needs of each project, which allowed me to approach tasks more efficiently and deliver results that aligned with their vision.
StarSong:
- Silhouette Concept design creation
- Low poly asset and environment modelling, optimised for mobile gameplay
- Iterative Modular room design and creation
- Modular room and vehicle texturing
BrightPaw:
- Low poly optimised asset creation
- UV Unwrapping and texturing
Oddworld Soulstorm:
- Retopology work for high poly cinematic assets, ensuring the retop held up during close up shots in the cinematic.
Skills: Substance Painter · Adobe Photoshop · Blender