Environment Art

Commercial and Personal work

Created a short Title animation with Unreal Engine Sequencer
Materials relied heavily on Substance Designer + Painter

Created a procedural substance material to generate new roof patterns for background details

Rendered in 3ds max with Vray, Modeled in zbrush

Terrain experiments. I find procedural terrain tools to be a very useful visual design and layout tool

Process and Old work

Some not as pretty examples showing more practical environment work. Designed mostly for lower spec devices


Created for the apocalyptic western shooter Warm Gun
Rendered in Unreal Engine 3 and Marmoset

Prop kits used to populate various environments

Environments created for "Robotic Warriors" on IOS. These stages were all finished with textures and lighting but hopefully this showcases some of the process

Some example textures (some unfinished). Hopefully gives an example of some different techniques I use and how I think about texture organization

I try and keep my textures very readable so I can easily raise the texture quality for an entire level as I go.