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.
🎨 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
🎨 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
🎨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
🎨 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
🎨 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