Environmental Artist

Creating immersive, performance-optimized environments that bring game worlds to life.

Specializations

Core areas of expertise in environmental art

Modular Building

Creating reusable modular asset kits that enable efficient level construction through strategic piece design and seamless integration.

Trim Sheets

Designing optimized texture atlases that maximize material variety while maintaining performance through efficient UV mapping and texture reuse.

Landscapes

Crafting expansive terrain systems using heightmaps, material blending, and sculpting techniques to create believable natural environments.

Foliage Systems

Building performance-optimized vegetation systems with proper LODs, wind simulation, and instancing for dense natural environments.

Lighting

Establishing mood and atmosphere through dynamic and baked lighting setups, balancing visual quality with performance requirements.

Weather Systems

Implementing atmospheric effects including fog, rain, snow, and particle systems that enhance environmental storytelling and immersion.

At a Glance

Portfolio overview and achievements

4
Projects Completed
1
Years Experience
9
Software Tools
80 +
Assets
Created

My Process

How I approach environmental art projects

01

Research & Reference

Gathering visual references, studying historical context, and analyzing real-world materials to inform authentic environmental design.

02

Design & Planning

Creating modular kits, trim sheets, and asset hierarchies that enable efficient production while maintaining visual consistency.

03

Build & Create

Modeling assets, authoring materials in Substance Designer, and constructing environments with attention to scale and composition.

04

Optimize & Polish

Refining performance through LODs, texture optimization, and lighting passes to achieve the target visual quality within technical constraints.

About

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.

Software Proficiency

  • Unreal Engine
  • Maya
  • Substance Designer
  • Substance Painter
  • Substance Sampler
  • Photoshop
  • ZBrush
  • Adobe Premiere
  • After Effects