KAtseye @ Coachella 2026

Unreal Engine Environments - Pre-Rendered, 16K LED Stage

Built and lit cinematic environments for KATSEYE's performance at Coachella 2026, delivered as pre-rendered content for a 16K LED stage. Work spanned kitbashing, set dressing, shading, lighting, and rendering, with final assets prepared for compositing integration. Delivered for a global live audience through The Unlimited Dream Company.

Kid CUDi - Rebel Ragers Tour 2026

Unreal Engine Real-Time Environments - Live Virtual Production

Built 8 real-time environments in 4 weeks for Kid Cudi's North America headline tour, fully optimised for XR and virtual production. Responsible for set dressing, lighting, FX , and interactive Blueprint systems including triggerable light hits, strobes, and looping light animations. Environments integrated directly into the live Disguise (d3) pipeline for real-time performance delivery across the full tour run.

HARD SHift Festival 2025

Unreal Engine Renders + TouchDesigner Motion Design

Created individual Unreal Engine environments tailored to each artist's visual identity for Angerfist, Dual Damage, Dr. Donk, and Da Tweekaz. Handled the full production pipeline including environment art, character creation, lighting, grading, and compositing, alongside motion design and visual effects in Touchdesigner.

featured by Maxon Redshift

Ephemeral Embers - Personal Project

Team project with character artist Ilias Morscher and animator Martin. Responsible for all environment aspects including a modular cathedral built entirely from custom-designed building blocks, cloth simulation for the statue in Marvelous Designer, and all textures hand-crafted in Substance Designer. No photo textures or third party assets used (except swords). Rendered in Maya Redshift.

featured by epic Games

The Potion Shop - Personal Project

Game-ready environment built in collaboration with character artist Ilias Morscher, based on original concept art by Rhys Griffiths. Responsible for all environment aspects including asset creation, procedural materials built entirely in Substance Designer (no photo textures), custom decals, vertex painting, glass shader development, and full set dressing. Assets modeled and UV'd in Maya, textured in Substance Painter using custom Sbsar-based smart materials. Final scene assembled, lit, and rendered in Unreal Engine 5.

featured by the Rookies

Enigma Eclipsis - Personal Project

Solo environment and character project developed as final midterm at PIXL VISN. Built a hero statue asset with full cloth simulation in Marvelous Designer, retopologised and assembled in Maya, sculpted in ZBrush, and textured in Substance Painter with a focus on material variety — gold, fabric, skin, and stone. Environment designed around a single strong lighting concept with cinematic composition. Rendered in Maya Redshift, composited and graded in Nuke and DaVinci Resolve. No third party assets used.

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