Senior 3D / Environment Artist with 6+ years of experience shipping titles across PC, console, VR, AR and mobile. I specialize in Environment and Prop Art across both stylized and realistic styles, with a strong blend of artistic and technical skills.
Core strengths:
- Deep Unreal Engine expertise: asset implementation, optimization, HLODs, lighting, shaders.
- Experience with Unity and in‑house engines.
- Game‑ready 3D modeling (organic and architectural), materials, set dressing, VFX, basic animation/skinning
and performance profiling.
- Technical production: Planning and estimating tasks/projects, setting up pipelines and documentation (such as art bibles), outsourcing coordination, and conducting interviews.
- Mentoring and onboarding junior artists; collaborative work across teams and external partners.
I’ve worked in a variety of studio sizes and arrangements (in‑house, freelance, remote) across Sweden. Based in Malmö. Open to roles in Europe, Türkiye, or remote.
Worked on Goat Simulator and Goat Simulator 3
These are some of the things I've been responsible for my time there:
- Optimized assets for mobile
- Created optimized materials
- Packaged textures to atlases and trim sheets
- Conducted interviews with artist candidates
- Mentored and onboarded new artists
- Estimated and planned the tasks for the art team
- Wrote a 50+ Page Art bible
Environment Artist on the reboot of the stylized 3D platformer Skylar and Plux and the party game Right Nice Party.
These are some of the things I've been responsible for my time there:
- Created game-ready architectural and organic 3D models with PBR materials.
- Created materials in Substance Designer
- Dressed new areas and worked on the lighting for the game
- Created my own 3D concepts
- Wrote documentations on workflows, optimization etc.
- Set up shaders in Unreal Engine 4
Environment Artist on Timesplitters Rewind.
My main responsibility has to been to work on the level Chemical Plant from Timesplitters 1.
These are some of the things I've been working on while making the level:
- Created game-ready architectural 3D models
- Created trim sheets and tiling materials in PBR workflow
- Level dressing and Lighting
I worked on an AR-project where my mission was to build a stylized version of Quatar, including the famous landmarks from the city.
- I worked on creating AR optimized 3D models (architectural, Foliage and Vehicles) for iPads.
- Created materials in substance designer.
Worked on the educational software "Twinsite". "Twinsite" is a educational software for companies and educations in VR where the player gets to move around a construction site and learn about the security risks in the industry.
During my time at OneReality I was responsible for:
- Creating optimized 3D models for a VR project.
- Creating PBR Materials in Substance Designer
- Cleaning up CAD models for use in Unreal Engine 4.