I’ve spent 4+ years moving from concept and blockout to polygonal modeling, UVs, baking, PBR texturing, lighting, and final integration in Unity and Unreal Engine.
At Rough House Games, I modeled, UV-mapped, textured, and optimized a modular kit of 20–30 environment assets in Unity—configuring LODs and collisions against real performance budgets, then assembling playable areas and creating concept renders adopted by Art Directors.
Since 2022, I’ve owned full asset pipelines for mobile and Unity, keeping assets inside texture-memory and geometry budgets, and I’ve also built near-photoreal animated-feature environments from blockout to final polish while working with distributed teams.
