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This project explores a small section of a fictional game world set in a dry, rugged environment inspired by the Australian outback. The focus was on creating a visually compelling and immersive environment that demonstrates both technical skill and artistic sensibility. The map features a roadside auto repair shop surrounded by diverse terrain points, moving away from traditional single-focus compositions to offer a more dynamic, multi-centered layout.

Using Unreal Engine, Blender, Substance Painter, Substance Designer, Quixel Bridge, and Photoshop, I built a game-ready environment that combines custom-modeled assets—like barrels, tires, wooden structures—and adapted assets enhanced with my own textures and artistic integration. I added foliage with wind simulation, carefully adjusted lighting, and atmospheric effects to bring the scene to life. The result is an interactive map presented through an animated overview rather than a static final image, highlighting both the environment’s layout and its aesthetic coherence.

Layout-Map Design

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This environment was designed as if it were part of a larger game level, focusing on both storytelling and gameplay immersion. Instead of directing everything toward a single focal point, I distributed key elements across the map to create a sense of depth and exploration. The abandoned car repair shop serves as the central landmark, while the surrounding hills and ruined wooden houses add narrative layers and environmental storytelling. Props such as barrels, tires, and car parts reinforce the atmosphere of a deserted industrial area. The layout is intentionally crafted to feel natural and believable, encouraging players to discover multiple points of interest rather than following a linear path.

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In addition to the central repair shop, a decayed wooden house was placed in a more distant area of the map. This secondary point of interest adds narrative depth and enhances the feeling of exploration within the environment.

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Set Dressing

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Beyond individual asset creation, I focused on the overall composition to ensure every object supports the scene’s aesthetic direction. Each prop was placed with attention to balance, making the environment feel natural and immersive.

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Blueprints

I created modular blueprints that grouped props like tires, barrels, and car parts into natural looking piles. This approach saved time, kept the placement consistent, and helped build a cohesive abandoned repair shop atmosphere while maintaining a game ready workflow.

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Props & Materials

I modeled all the props in Blender, starting with simple base shapes and gradually adding detail using bevels, edge loops, and subdivisions to keep the topology clean and game-ready. I paid attention to scale, proportion, and mesh flow so that each prop would fit naturally into the environment. For textures, I created the base materials in Substance Painter, defining diffuse, roughness, and metallic maps for realistic surfaces. I then reused and adapted these textures across different variations, saving time while keeping everything consistent and visually appealing.

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Barrels

I started with a single barrel and applied the initial Substance Painter texture, setting the foundation for material appearance and surface detail. This step ensured that all subsequent variations would retain the same realistic look.

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I modified the base texture in Photoshop, masking areas and changing colors to quickly create multiple distinct barrel variations. This allowed me to produce many different barrels in a short time while keeping them visually consistent.

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Using sculpting tools, I deformed and aged the original barrel to create different shapes and damage patterns. Combined with the texture variations, this process generated a wide range of unique barrels efficiently and effectively.

Rocks & Terrain

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I created the rocks with attention to both shape and clean topology, ensuring they fit naturally into the environment. Each asset is optimized for performance while maintaining a realistic and visually appealing form.

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Houses & Cars

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These houses and vehicles were originally modeled for a previous project. For this environment, I optimized their topology and materials to integrate them seamlessly while maintaining visual quality.

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Vegetations & Foloiage

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I imported tree and plant assets from Fab and gave them dynamic wind driven movement using Unreal Engine’s foliage system. I placed them thoughtfully across the environment, adjusting their rotation, scale, and spacing to create variation and avoid repetition. By fine tuning the wind parameters and motion intensity, I was able to add subtle, natural movement that makes the scene feel alive and immersive.

Light

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LODs & Fog 

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RATIONAL CONSUMER

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High-resolution, game-ready character with detailed clothing, shoes, and hair. Fully rigged and animated, designed for seamless integration into gaming and animation pipelines.
Polycount:12.212

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The character was created as part of a portfolio project to highlight skills in rigging, animation, and creating clean, optimized topology. The topology has been carefully refined to ensure smooth deformations and natural movement. This project focuses on demonstrating a high level of precision and craftsmanship, showcasing my ability to create assets ready for both games and cinematic use.

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NATHASHA

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Shadow Requiem

High-resolution, game ready character inspired by a gothic metal aesthetic, dressed in detailed, edgy clothing. Fully rigged and animated, ready for use in various gaming and animation projects.
Polycount:12.890

The character was designed for "Shadow Requiem," a dark fantasy action RPG game. The character embodies a rebellious and fearless warrior, perfectly suited for navigating the game’s atmospheric landscapes and engaging in intense combat scenarios. The gothic metal aesthetic reflects the game's moody and dramatic tone, while the detailed rigging and animations ensure fluid and impactful movements during gameplay.

PATH

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Legends of Aeternia

High-resolution animated environment with a rigged character and a drone shot inspired camera movement.
 

This 3 second animation runs at 24fps and showcases both environmental design and character animation.

The scene was created using Unreal Engine as part of a teaser trailer for "Legends of Aeternia," an action-adventure RPG (AAA). It captures a pivotal moment where WISE traverses a dense, mystical forest, highlighting his agility and expertise as a tracker. The dynamic camera movement and atmospheric lighting were crafted to immerse the audience, leveraging Unreal Engine's advanced rendering capabilities to set the tone for the game's mysterious and adventurous world.

Industrial Revolution

Fully rigged high resolution car animation showcasing detailed rigging and realistic vehicle movement. This project highlights dynamic performance and technical precision in vehicle animation. Was created for the car selection section of a vehicle based game using Unreal Engine.

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