Gates of Heaven
A Renaissance-influenced architectural scene built around light, scale, and stone detail. Replace this with the real breakdown: reference sources, modular kit approach, lighting setup, and what the trickiest part of the build was.
I've been on Roblox for over a decade, and have a recent title of Bachelor of Arts (with honours) in 3D Environment Art. Looking for work to fund my hobbies and keep my skills sharp.
A Renaissance-influenced architectural scene built around light, scale, and stone detail. Replace this with the real breakdown: reference sources, modular kit approach, lighting setup, and what the trickiest part of the build was.
A fully functional 3D main menu built from scratch in Blueprints — camera transitions between menu states, emissive hover feedback, and a moving clock-hand mechanism. Swap in specifics on the exec chain logic and what debugging looked like.
A Genshin-inspired hard-surface comms unit — clean cel-shading, toy-like proportions, generous bevels. Good spot to talk through the bevel/silhouette decisions and the bake from high-poly to game-ready.
An early grounded environment piece focused on the export pipeline from Blender into UE5 — RGB channel masking and packed ORM maps in Substance Painter. A good one to show process screenshots, not just the final render.
Final-year game development student with a focus on environment art and technical art pipelines — the kind of work that lives in the gap between modelling, texturing, and engine implementation.
Comfortable owning a piece end to end: blockout, high-to-low workflow, bake, texture, and the lighting pass that makes it read in-engine.