Pinned to board

3D Environment Artist Building Playable Worlds

Game Art student at Ringling College of Art and Design focused on real-time environment creation in Unreal Engine 5.

My work centers on modular asset workflows, scene composition, and lighting that turns spaces into believable, playable worlds.

Background figure

Eku now floats behind the entire page.

The character has been moved into a full-page background scene with subtle scroll drift and soft mouse parallax so the whole website feels like one space.

Scene mode / Eku.vrm

Currently exploring

Modular environment kits, lighting for gameplay spaces, and visual storytelling through level composition.

Available for

Environment art, scene assembly, lighting passes, and collaborative game art production workflows.

What this archive is

A focused portfolio of real-time environments, modular assets, and playable scene building.

I use environment art to shape mood, guide player attention, and support immersive exploration. My process balances strong visual composition with practical real-time constraints.

Focus

Urban image-making

Architecture, weather, signage, movement, and visual quiet.

Tools

Hybrid workflow

2D painting, 3D blockout, compositing, grading, and finish passes.

Intent

Less spectacle, more atmosphere

I want the images to feel observed, not over-explained.

Artist note

I build environments that feel immersive, readable, and ready to be explored.

My practice focuses on 3D environment creation for games, especially modular workflows, scene layout, and lighting inside Unreal Engine 5. I am interested in spaces that support gameplay while still carrying atmosphere and visual identity.

I enjoy building assets in Maya, shaping world details through composition, and refining lighting to improve depth, clarity, and emotional tone. The goal is always to create environments that feel cohesive, efficient, and alive in real time.

Process map

How the wall fills up.

1

Collect

Photos, film stills, structures, weather, transit details, and rough notes.

2

Arrange

Composition first. I test perspective, weight, and visual rhythm before polish.

3

Distill

Color is reduced to what the image actually needs, not what looks loudest.

4

Pin

The final image gets its edges, softness, grain, and the last emotional adjustment.

Listening note

An optional soundtrack for browsing the board.

ようこそ喫茶紅魔館へ

Play it if you want the portfolio to feel more like a room than a webpage.

Contact slip

If you have a project, pin it here.

Commissions, collaborations, cover art, visual development, and editorial work.

Find me

Ringling College of Art & Design

Expanded artwork preview