Concept Design - My workflow
I specialise in environment creation across a range of genres, with a particular love for sci-fi, retro-futurism, nature, and fantasy. My core tools include Photoshop, Procreate, Maya, ZBrush, and Unreal Engine (these software are often used early in my concept phase). However, I prefer to begin by idealising ideas on paper before moving into digital development. My workflow starts with research and worldbuilding foundations—maps, terrain planning, and environmental logic—then expands into rapid thumbnails using a mix of quick digital sketches, paper sketches, and photobash. From there, I block out key spaces in Maya or Unreal to test scale and layout, and iterate through lighting, composition, camera, and atmospheric design (adding fx/texturing/shading passes) to refine mood and readability. Depending on the project, I then use rendered or real-time shots as a base for digital paintovers, or choose to finish the concept in Photoshop for a clear, production-ready presentation.
Environment Project - Sci-Fi City & Planets based on my concept art
This project is a cinematic sci-fi environment study of a civilization built into an abandoned spaceship ruin, with nature to ground the setting. Artistically, I aimed for a “future-from-the-past” tone inspired by Alita: Battle Angel and Ghost in the Shell, blending Zaha Hadid–style fluid forms, sweeping curves, and defining powerful silhouettes with my architectures. Then, using Icelandic terrain and vegetation logic to focus on believable natural distribution and weathering. Technically, I built the shot in Houdini using a Solaris/USD workflow with Karma/MaterialX procedural shaders and scattering (including a small scatter randomisation tool for variation), then finished the atmosphere and separation in Nuke. Additionally, I integrated volumetric atmosphere and drifting particle cues to support depth separation and sell the shot to feel more believable and inhabited.
Research Project - VT_IV - Walk-in Environment, playable - 2024
Open World Game Environment Project - VT_IV
World Landscape was created using the Houdini Terrain Generation & vegetation scattering workflow, bridged from Houdini to Unreal Engine via an HDA for real-time iterations. Then more detailed landscape was painted in Unreal Engine, with added flexible auto landscape material and environment VFX created.
Stylised Game - Concept Design - 2023
Research Project - Concept Inquiry
How can I enhance feelings of healing, fanstasy, magical and coziness in the elements of environment design, aethetics, gameplay, visuals, interactivity and immersion for the player experience?
Concept Design of a stylised island - visual, map, building, level, vfx, terrain, post process shader