Unreal Engine Generalist (Lighting/Environment Art)

Hi there! I'm Parker, and I've been teaching myself 3D art and Unreal since 2015. I entered the industry in February 2021 as a mocap realtime technician, then in 2022 I started my journey as an Unreal Engine Generalist at Fish Flight Entertainment, participating in several multi media projects, game trailers, and in game cinematics. Most noteably of which I was a cinematics lighting & vfx artist for Unknown 9: Awakening for all of 2023. Recently I've been working on a series of extremely high res 3 min timelapse renders for a prehistoric museum - 3 underwater scenes and 3 land scenes, all leveraging advanced unreal engine features such as niagara fluids, 3rd party programs like embergen, speedtree, world creator, and fluid ninja live - of which I am listed as a community helper on their discord, since I helped the creator Andras Ketzer with a youtube tutorial I felt compelled to make covering how to transfer custom niagara particle systems into the fluid ninja live simulation.

Here is my artstation, and my youtube channel
https://www.artstation.com/photonmammoth
https://www.youtube.com/channel/UCsG8sp1maFm0tLnaz7M0D5Q

In my personal work, I love to photoscan with apps like polycam, reality capture, agisoft metashape- I'm also constantly messing with Unreal Engine 5 and love making materials that solve niche and complex problems. If there's a blueprint you're having trouble with, maybe your lighting isn't hitting right, or you're unsure as to what would be a clean way to achieve a certain material, I'm definitely you're guy!

I have a lot of experience modeling environments that have both an exterior and an interior to them- and with that can come a lot of technical complications - light leaking, blending textures across multiple assets, and adding life or motion to a scene in the form of shaders or simulated VFX.

I've always been passionate about teaching my peers, in university I was already familiar with the programs that were being introduced and happily showed them workflows in zbrush, or substance painter for bakes and smart materials that allowed them to tap in to quality without risking a slow down in quantity, getting stuck on bad edge bakes and struggling with bad resolution or UV maps.

Game Credits: Unknown 9: Awakening, Resident Evil 4 Remake, New Tales From The Borderlands, Mortal Kombat 1, Forza Motorsport, Hogwarts Legacy
Times Available (include your timezone): Fully available and flexible, located in PST
Art Disciplines:
2D
3D Modelling
Character Design
Concept Art
Compositing
CG
Environment
Graphic Design
Lighting
Pixel Art
Texturing
Technical
Visual Effects
UI
UX
Art Softwares:
3D Coat
After Effects
Blender
Cinema 4D
Clip Studio Paint
Daz 3D
Houdini
Illustrator
Krita
Nuke
Mari
Marmoset
Maya
Max
MightyBake
Modo
Mudbox
Quixel
Photoshop
Procreate
SketchUp
Substance Designer
Substance Painter
xNormal
ZBrush
Technical Art Skills:
C++
C#
GLSL
HLSL
Lua
Python
Qt/PyQt
Unreal Blueprint
Engine Proficiency:
Cocos2d
Construct
CryEngine
Gamemaker
Lumberyard
Unity
Unreal Engine
Languages Spoken (must be fluent) :
Arabic
English
Chinese
French
German
Italian
Japanese
Korean
Polish
Portuguese
Russian
Spanish
Mentors: Have you added details about your experience and what mentoring services you are providing? (please add details in your description at the top):
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