Technical Environment Art

Unreal Engine & Unity Specialist | Building Breathtaking Worlds

Welcome to my portfolio. This is where code meets art and technology serves creation. Here, you'll find a summary of my professional journey as a Technical Artist, the projects that have shaped my skills, and a look into my passion for crafting unforgettable virtual reality experiences.

About

I’m a Technical Artist with a strong 3D art foundation and a passion for real-time visual systems. My work bridges the gap between art and engineering, from environment creation and lighting, to procedural content generation, cinematic VFX, shaders, and blueprint systems.For the past 5+ years I’ve been pushing visual quality and iteration speed in games, simulations, and tech demos. I specialize in Unreal Engine and Unity for VR (Blueprints, Niagara, PCG, Lighting)I'm most passionate about collaborating with small indie teams to create polished, focused games that are driven by a spark of wild creativity.


  • Technical Art: Performance Optimization, Shaders, Blueprints

  • Environment Art: Full 3D environment creation, from modeling and texturing to final lighting

  • Procedural Content Generation (PCG): Designing systems for generating vast worlds and assets

  • VFX: Real-time visual effects creation (Niagara, VFX Graph)

  • Game Engines: Expert-level knowledge of Unreal Engine & Unity, with a additional knowledge for VR Development

  • AI enforced workflows, I am activlly following AI development and new tools that may come handy for artists.


FOCUS POINTS & EXPERIENCE

Environment Art

Optimization

VFX/PCG/SHADERS

VR

Technical Environment Artist
Metagravity

December 2023 - Present

  • Focused on the studio's flagship title, 'Edge of Chaos', while also contributing to the development of various smaller technical demos.

  • Designed and implemented environment art, dynamic lighting, and VFX to establish the game's visual style.

  • Developed procedural content generation (PCG) systems using Blueprints to accelerate the world-building process

Lead Technical Environment Artist
Thirsty Skeletons

January 2023 - December 2023

  • Led a small art team in creating the environment for a new RTS map on an unannounced PC title.

  • Managed and coordinated the team's workflow, providing technical guidance and feedback.

  • Personally handled key aspects of environment optimization, lighting, and performance to ensure project goals were met.

Technical Environment Artist
4Experience

April 2022 - April 2023

  • As a versatile Technical Artist, I developed and optimized environments specifically for standalone VR platforms (Oculus Quest 2).

  • Spearheaded optimization efforts to maximize FPS and application stability, gaining a deep understanding of the graphics rendering pipeline for VR.

Environment Artist and Level Designer
Atomic Wolf

January 2021 - July 2022

  • Collaborated with the team to design and build a wide variety of levels for the PC and console title 'Fire Commander' (2022).

  • Designed and implemented over 20 large-scale levels from blockout to final polish in the Unity engine.

  • Additional responsibilities included performance optimization, VFX integration, and contributing to QA testing.

3D Generalist Intern at
EJR

February 2020 - January 2021

  • Gained foundational game development experience in a 3D Generalist role.

  • Rapidly learned the fundamentals of the craft, which built a strong base for my career and enabled a quick advancement of my skills.

QA Specialist game tester
QLOC

July 2019 - December 2019

  • Executed comprehensive gameplay and linguistic testing on major AAA titles.

  • Contributed to the quality assurance for acclaimed games, including 'Metro Exodus' and 'Outriders'.


Environment - Level Art - Level Design - Cinematics - VFX - PCG

Cinematic Trailer

I played a key technical and artistic role in creating the cinematic trailer for the Metagravity's flagship title: Edge Of Chaos

  • Developed the naval battle scene, complete with a dynamic water shader and buoyancy system.

  • Designed and implemented the Blueprint system for catapult mechanics and arrow projectile effects.

  • Managed the lighting and rendering pipeline, providing technical support and resolving graphical issues to ensure final visual quality.

  • Created the full environments, handling all aspects of scene setup, art, and design.

  • Built a custom gameplay map from the ground up, tailored specifically to the narrative needs of the trailer.

Video

Team Credits:

  • Kamil SkÅ‚adanek, Montage

  • Patrik Gebe, Character animation and implementation

  • Joel Nallo, Envrionment and camera work

  • Gareth Wilson, Creative Director and Vision

  • Tomasz Zaborek, Character Art

Edge Of Chaos Environment Art

Gameplay maps with environment, optimization, lighting and VFX made mostly by me

Grimshores - Main 2x2km map

Additional Maps

Architecture Work

A collection of low-poly architectural assets, designed and modeled with a strict focus on performance and modularity.

  • Highly Optimized: All meshes are carefully optimized for large-scale environments.

  • Efficient Texturing: Textured using only 3 master texture sets (Trim, Atlas, and seamless) to minimize draw calls.

  • Strict Material Budget: A maximum of 5 Materials are used per merged architectural asset.

  • Full LOD Pipeline: Each asset includes a complete Level of Detail (LOD) setup, concluding with a final Impostor mesh for extreme long-distance rendering.


Grimshores Map Flythrough

Grimshores map flythrough



VFX

Both personal and professional projects collection

Edge Of Chaos Catapult VFX

  • Authored multiple dynamic Niagara systems for projectile trails, explosions, and environmental impacts.

  • Developed the Blueprint logic to seamlessly trigger and control these effects based on in-game physics and events.


Video
Video

Astral Strike

A personal R&D project to design and create a stylized magic spell, 'Astral Strike'. The goal was to explore techniques for creating impactful, non-photorealistic visual effects suitable for a high-fantasy game setting.



Space Station Map

Project completed with Thirsty Skeletons

Undisclosed RTS Project

As the lead artist and main creator for this 'Project 03' environment, I designed and built a complete sci-fi space station. The entire scene was constructed using a fully modular set of components and textured with just two highly-efficient trim sheets. Every asset was carefuly optimized to ensure smooth performance across a wide range of PC specifications.

Team Credits

  • Katarzyna Piskorksa - Junior 3D (Main Generator Model)

  • Piotr Siemierzewicz - Technical And Animation

  • Magdalena WÄ™giel - Concept and art vision support

  • MichaÅ‚ Selke - Head Of Studios and feedback

Video

Space Station

Solo project at Thirsty Skeletons

UN-DEIMON

Space station made as a solo project at Thirsty Skeletons for an undisclosed title - fully optimized and running on UE5



Other Projects

VR Production Hall

A complete production hall environment designed and built for standalone VR (Oculus Quest 2) while at 4Experience. The scene was heavily optimized to meet strict mobile performance targets, successfully staying under 300 batches and 300,000 vertices. It was developed in Unity using the Universal Render Pipeline (URP), with a renderer configuration specifically tailored for mobile applications.

Grimshores Map Flythrough

Fire Commander
RTS

2022 - Atomic Wolf

Contributed to multiple aspects of development for the PC and console RTS title 'Fire Commander' (2022), developed in Unity using the Universal Render Pipeline (URP). My role encompassed gameplay design, level creation, and technical art.

  • Collaborated with the development team to design and implement new gameplay mechanics.

  • Managed the entire level creation pipeline, from initial whiteboxing and blockouts to final gameplay scripting and balancing.

  • Responsible for creating detailed environment art, including level art, lighting, set dressing, and prop placement.

  • Handled the full asset creation process, from high-poly sculpting and baking to low-poly modeling and PBR texturing.

  • Authored custom shaders and visual effects (VFX) to enhance the game's visual fidelity and player feedback.

  • Oversaw performance optimization, including scene profiling, asset optimization, and regular testing to ensure smooth gameplay on target platforms.


Grimshores Map Flythrough

Let's Build Together

My passion is bringing creative worlds to life. If you're looking for a versatile multidisciplinary artist who can elevate your project to the next level, I would be excited to hear from you.

Contact me!
[email protected]