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Jayson  Kassis
Jayson Kassis
Freelance Artist
Ottawa, Canada

Summary

I'm a senior Unreal Engine artist with over 10 years of experience in environment design, lighting, and scene optimization. My specialty lies in building immersive, performance-ready worlds—from initial layout and mood planning to final polish and cinematic lighting.

I bring a strong balance of visual storytelling and technical execution, with deep knowledge of Unreal Engine 4/5, Lumen, and asset optimization workflows. Whether assembling environments from modular kits or guiding performance through efficient lighting and draw call management, I focus on clarity, impact, and player experience.

I’ve spent years owning the full environment pipeline—from blockout to final lighting pass—and I’m passionate about helping teams unify their visual direction. My long-term goal is to grow into an Art Director role where I can shape cohesive artistic vision while mentoring artists in technical quality, layout, and lighting design.

Skills

LightingMap DesignUnitySubstance PainterInterior DesignUnrealWorld MachineModular

Software proficiency

Blender
Blender
Maya
Maya
Substance 3D Painter
Substance 3D Painter
Unreal Engine
Unreal Engine
World Machine
World Machine

Experience

  • Unannounced Project at Komi Games
    Ottawa, CA
    February 2023 - Present

    🎨 Level Artist

    Komi Games (Remote)

    Unannounced Project

    🔷Built full environments from whitebox to final polish using modular assets

    🔷Directed early visual development through moodboards, asset planning, and concept alignment

    🔷Refined blockouts in collaboration with design to improve layout flow and visual storytelling

    🔷Executed lighting, material cleanup, and optimization for performance and scene clarity

    🔷Integrated asset packs into master materials and maintained structured world organization

    🔧 Tools & Skills:

    Modular Design • Lighting • Optimization • Moodboarding

    Visual Composition • Asset Integration • Level Organization

  • Delta Force: Hawk Ops & Dragon Hold at EXIS LLC
    Ottawa, CA
    March 2022 - January 2023

    🎨 Lead Level Designer - Remote

    EXIS LLC (Remote)

    Delta Force: Hawk Ops & Dragon Hold

    🔷Created open-world and dungeon levels using modular kits and procedural workflows.

    🔷Took initiative on layout, polish, moodboarding, and optimization.

    🔷Executed full environment pass on fantasy dungeon with minimal guidance.

    🔧 Tools & Skills:

    Unreal Engine • Modular Level Assembly • Landscape Sculpting • Procedural Setup • Moodboard Creation • Optimization Profiling Tools • Dungeon Design • Whiteboxing • Asset Merging

  • Nobody Wants to Die at Critical Hit Games
    May 15th 2015 to Jan 1st 2016 | Freelance, US Created large detailed environ
    October 2021 - March 2022

    🎨Level Artist - Remote

    Critical Hit Games (Remote)

    “Nobody Wants to Die” (Narrative Noir Thriller)

    🔷Built the final level from scratch based on design brief and minimal concepts.

    🔷Delivered a visually clean, story-focused environment with noir architecture and kitbashing.

    🔧 Tools & Skills:

    Unreal Engine • Modular Construction • Lighting Polish • Scene Cleanup

    Whitebox Interpretation • Visual Consistency • Composition Matching

    Layout Execution • Final-Level Ownership

  • Fractured Veil at Ironbelly Studios
    Ottawa, CA
    January 2021 - September 2021

    🎨 Level Artist

    Ironbelly Studios - Remote

    Fractured Veil (PvPvE Survival) + Sci-Fi MMO

    🔷Created full stylized dungeons from design-provided whiteboxes.

    🔷Drove modular dressing, composition, and moodboard-driven execution.

    🔷Balanced performance with visual interest across two distinct genres.

    🔧 Tools & Skills:

    Unreal Engine • Dungeon Layout • Modular Environment Building

    Moodboarding • Asset Curation • Stylized Visuals

    Scene Optimization • Solo Execution • Asset Pack Integration

  • Unannounced Project at Instinct Games
    Ottawa, CA
    January 2018 - December 2020

    🎨 Art Director / Lead Level Designer - Remote

    Instinct Games (Remote)

    Unannounced (Prototype Phase)

    🔷 Directed visual and technical development for a large-scale procedural landscape MMO in a small remote team.

    🔷 Built the full open-world layout using World Machine, integrating dynamic biomes, procedural foliage, and optimized material systems.

    🔷 Designed and whiteboxed exploration zones with story-driven visual landmarks and modular buildings.

    🔷 Led visual development through asset planning, moodboards, and spline-based road systems.

    🔷 Drove optimization and scalability efforts, collaborating directly with engineers for foliage and shader systems.

    🔧 Tools & Skills:

    World Machine • Unreal Engine • Procedural Foliage Tools • Landscape Splines

    Modular Design • Landscape Materials • Optimization (LODs, Grass, Culling)

    Moodboarding • Whiteboxing • Asset Pipeline Management

    Art/Code Collaboration • Vision Development • Scene Structuring