Environment Art

Render of the Mushroom House, a stylized house with a red spotted mushroom cap roof in a sunny meadow with trees

Mushroom House

A stylized mushroom house with a red spotted cap, a wooden porch, a curved wooden door, and small mushrooms across its base. The model is 10,714 polys and took about 12 hours. All images were rendered in Unreal Engine.

My Process

I began by blocking out the house in Maya and adding details such as the porch and small mushrooms. I subdivided the model and sculpted a high-poly version in ZBrush, then decimated it and textured the low-poly model in Substance 3D Painter with baking, masks, brushes, and generators. Finally, I imported the model and textures into Unreal Engine and set up the scene for the renders.

Interactive 3D Viewer

Technical Breakdown

Wireframe of the Mushroom House showing its low poly topology

Wireframe Render

Untextured gray render of the Mushroom House

Untextured Render

Textured render of the Mushroom House on a dark ground base

Textured Render

In-Engine Renders

The Mushroom House in a sunny grassy clearing with pine and leafy trees behind it

In-Engine Render 1

The Mushroom House from the porch side, with a rock and leafy bushes in front of a forest

In-Engine Render 2

Render of Garden S.H.E.D., a weathered octagonal shed with louvered wood walls, a round window and a paneled dome roof, on a dark backdrop

Garden Shed

Garden S.H.E.D. is a weathered, colorful shed built for Project Gardener and completed in August 2025. It has an octagonal body of louvered wood panels, a round window with a planter box, a paneled dome roof, and posters and paint wear layered across its walls. The renders were made in Unreal Engine and Substance 3D Painter.

My Process

I modeled the shed's octagonal body and louvered panels in Maya, then unwrapped the UVs and moved into Substance 3D Painter to build up the weathering, chipped paint, rust bleed, and layered poster decals, using masks and generators. I brought the finished model and textures into Unreal Engine for the final renders.

Interactive 3D Viewer

Renders

The full Garden S.H.E.D. on a dark backdrop with loose panels around its base

Overview Render

The shed sitting in a shaded garden under leafy branches in Unreal Engine

In-Engine Render

Detail Shots

Close-up of the round window, planter box and posters on the shed wall

Window and Planter

Close-up of the louvered wood panels, teal frame and rusted metal bands

Wall Paneling

Close-up of layered posters, chipped paint and the rusted base of the shed

Posters and Wear

Shot Guesser tavern bar with barrels, shelves of bottles and a long wooden counter

Shot Guesser

Environment and props for the Shot Guesser minigame, a tavern with a long bar, barrels, and shelves of bottles. I handled the level layout as well as the props, including the chalices and the cocktail shaker.

My Process

I blocked out the tavern's layout in Unity first, bar placement, sightlines, and player paths, before modeling the bar counter, shelves, and barrels in Maya and texturing them in Substance 3D Painter. Once the props were in, I spent time walking the space in-engine to adjust spacing and dressing until the level read clearly from a player's seat at the bar.

Level Flythrough

Environment Frames

Barrels and shelves of blue bottles behind the Shot Guesser bar

Barrels and Shelves

The Shot Guesser bar counter with mugs, barrels and shelves

Bar Counter

A tavern corner with a lit window and a wooden table

Tavern Corner

Leopard Tug stone arcade with warm light along a cobbled path and iron gates in the distance

Leopard Tug

Environment and props for the Leopard Tug minigame, a columned stone hall opening onto a hillside vista, with a cobbled path, iron gates, and the collection crates. I handled the level layout and the props.

My Process

I started with the level's flow, a columned hall opening onto the hillside vista, blocking it out in Unity to get the sightlines and player paths right. I modeled the columns, gates, and crates in Maya, textured them in Substance 3D Painter, and then spent time in-engine tuning the layout so the vista read well from the play area.

Gameplay Preview

Environment Frames

A tiled rooftop in the foreground and a hillside with trees stretching to a mountain under a golden sky

Hillside Vista

A stone arcade with columns and a cobbled path leading toward iron gates

Stone Arcade

Iron gates with two open crates on a dirt path beside a stone wall

Gate and Crates

Credits: Leopard character art by Katelynn Reyes. Animations by Benjamin Navarro.

Hera Chase tavern floor with rugs, tables, barrels and lanterns seen from above

Hera Chase

Props and set dressing for the Hera Chase minigame, a crowded tavern floor with rugs, tables, barrels, and lanterns. I made about half of the props, including the power-ups, and dressed the set.

My Process

For the props I was responsible for, like the power-ups, I modeled them in Maya and textured them in Substance 3D Painter. Set dressing came after: I placed rugs, tables, and barrels around the tavern floor in Unity, adjusting the arrangement until the space felt lived-in without crowding the play area.

Gameplay Preview

Environment Frames

Wide view of the Hera Chase tavern with rugs, low tables and scattered props

Tavern Overview

Close view of a tavern table, rug and props in the Hera Chase level

Set Dressing Detail

A group of wooden barrels holding blue and purple liquid

Props: Barrels

Credits: Hera character art by Katelynn Reyes. Animations by Benjamin Navarro. The rest of the environmental props by Veronica Mauro.

Grape Stomp vineyard with a wooden stomping stage in front of terraced hills and mountains

Grape Stomp

Terrain textures and props for the Grape Stomp minigame, a vineyard with a wooden stomping stage. I textured the terrain and made a few of the props, including the grape basin and the wine crate.

My Process

I textured the vineyard terrain in Unity, blending materials for the dirt path, grass, and terraced hills, then modeled and textured a handful of props, including the grape basin and wine crate, in Maya and Substance 3D Painter to round out the scene.

Gameplay Preview

Environment Frames

The Grape Stomp stage with four barrels, crates on both sides and a vineyard behind

Vineyard Stage

A wooden basin filled with purple grape mash

Props: Grape Basin

An open wine crate with bottle slots beside a second open crate lined with purple fabric

Props: Wine Crate

Credits: Level layout and most of the environmental props by Veronica Mauro. Animations by Benjamin Navarro.