David's Mighty Men
Realistic hack and slash with army-scale encounters and crowd combat. Active development in UE 5.6. Focus on environmental art and world building.
Creating immersive, performance-optimized environments that bring game worlds to life.
Selected projects showcasing my environmental art expertise
Realistic hack and slash with army-scale encounters and crowd combat. Active development in UE 5.6. Focus on environmental art and world building.
Isometric 2D roguelite AFK idle game where the player is stationary and shoots enemies, levels up, and upgrades passes. Pixelated art style.
Core areas of expertise in environmental art
Creating reusable modular asset kits that enable efficient level construction through strategic piece design and seamless integration.
Designing optimized texture atlases that maximize material variety while maintaining performance through efficient UV mapping and texture reuse.
Crafting expansive terrain systems using heightmaps, material blending, and sculpting techniques to create believable natural environments.
Building performance-optimized vegetation systems with proper LODs, wind simulation, and instancing for dense natural environments.
Establishing mood and atmosphere through dynamic and baked lighting setups, balancing visual quality with performance requirements.
Implementing atmospheric effects including fog, rain, snow, and particle systems that enhance environmental storytelling and immersion.
Portfolio overview and achievements
How I approach environmental art projects
Gathering visual references, studying historical context, and analyzing real-world materials to inform authentic environmental design.
Creating modular kits, trim sheets, and asset hierarchies that enable efficient production while maintaining visual consistency.
Modeling assets, authoring materials in Substance Designer, and constructing environments with attention to scale and composition.
Refining performance through LODs, texture optimization, and lighting passes to achieve the target visual quality within technical constraints.
I'm Ashkan Kian, an aspiring environmental artist driven by a fascination with how game worlds are built. What started as curiosity about the environments I explored in games led me to start creating my own—beginning with modding games like Conan Exiles, where I built dungeons and received encouraging feedback that confirmed this was the path for me.
As a student, I'm committed to mastering environmental art, dedicating 60 to 80 hours weekly to developing my skills in modular building, material authoring, trim sheets, and environment design. Currently, I'm leading environmental art on David's Mighty Men, creating modular kits and materials inspired by ancient Jerusalem—a project that combines my love for historical research with technical execution.
My aim is to join a game studio where I can contribute to creating immersive, performance-optimized environments that tell stories through their design.