I am a 3D Environment Artist specializing in motorsport-focused environments, with a strong emphasis on realism, clean game-ready assets, and real-time performance. My work sits at the intersection of visual fidelity and technical efficiency, ensuring environments not only look authentic but also perform reliably in high-demand interactive contexts.
I have delivered small commissioned works for the Unreal Engine community and, in 2023, worked as part of the team at Terrestrial Software Ltd on a metaverse game project. These experiences strengthened my ability to collaborate within production pipelines while maintaining high standards in asset quality and scene composition.
My core expertise includes game-ready 3D modelling, hard-surface and reference-based modelling, UV unwrapping, prop texturing, and full environment setup in Blender. I focus on clean topology, consistent texel density, and production-ready assets that integrate seamlessly into real-time engines.
Alongside production work, I actively explore new 3D modelling workflows and environment-building techniques, continuously refining my process and adapting to evolving real-time standards. I am driven by curiosity, technical discipline, and a desire to push the quality and immersion of interactive 3D environments.
I primarily work with Blender, Unreal Engine, and Unity, and regularly use Adobe Photoshop, Illustrator, and Substance Painter as part of my texturing and asset-development workflow