Jong Lee
Technical Artist
Prototyper


From Tools to Terrain Immersion Is the Mission.
This page showcases my environment work built with 3ds Max, ZBrush, Substance, SpeedTree, and World Creator, and brought to life in Unity.
The House of Traegic Poet
March 25 ~ 28, 2025
4-Day Art Test: A Fully Crafted Environment, Built from Scratch
This environment was built entirely from scratch, including modeling, texturing, lighting, and composition. Developed a custom shader for everything making it react to the weather setting, ensuring both artistic quality and technical efficiency."
Every Shader and Interaction is designed and implemented as a part of this project
VTW - Vingo
Senior Environment Artist / Technical Artist
Duration: 02.01 2021 ~ 02.01 2024
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Created and optimized environment assets
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Created and optimized props, shaders, and vegetation with performance as a priority, utilizing SpeedTree and custom Unity shaders and many third party Unity Assets.
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Built versatile master environment shaders
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Dramatically reduced shader variant count from thousands to just 22, enabling streamlined builds and faster iteration.
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Designed for broad material compatibility across platforms (mobile, PC), achieving high visual fidelity with minimal performance overhead..
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Collaborated cross-functionally with engineering teams
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Debugged rendering issues, scene management, and optimization
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Designed a flexible authoring environment with Procedural Pipeline
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Used Vegetation Studio Pro, Microverse, Unity Spline, Curvy Spline with Custom Automation Script to support migration of splines
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Supports live feedback and dynamic updates, reducing iteration time and empowering level designers.
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Focused on scalability and optimization
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Ensuring assets and systems could support both small-scale and large-scale environments without loss of performance.
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Iceland
Released Map 01 - Based on Miniature Version of Iceland Landmarks
Pipeline Breakdown
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Step 01 Terrain
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GIS Terrain Reconstruction
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Using Real World Data and World Creator
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Step 02 Road
Curvy Spline for Procedural Road Mesh Generation
Microverse for matching road height to Terrain

Step 03 Vegetation
Vegetation Pro to populate world with vegetation
Translated Spline as Vegetation Mask
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Step 04 Custom Shader
Custom shader to influenced by world height
And other shaders to add variations

Step 05 Feature Design
Researching what ways to make app more fun
Keep adding and testing more features

Japan
Released Map 02 - Based on Kanto area around Tokyo City
Japan Environment Works

Paris - France
Unreleased Map - Many feature prototype I made included into one map

Other
Feature Prototypes


I proactively develop feature prototypes to explore untapped gameplay potential, designing and testing mechanics that reflect my own sense of fun.
I believe discovering the ‘spark’ often comes from experimentation, and I continuously push for creative additions that enhance the overall player experience.

Gala Lab
Lead Environment Artist / Technical Artist
Duration: 11.01 2014 ~ 07.15 2020
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Designed and constructed multiple game dungeons from scratch,
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Owning level design, lighting, set dressing,
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Performance optimization with minimal supervision.
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Led environment optimization efforts as part of the first wave of mobile MMORPG development, researching and deploying scalable performance solutions across various device tiers.
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Developed optimization prototypes to evaluate and identify the most efficient rendering workflows and mobile-ready techniques.
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Created custom shaders and lighting systems, balancing visual fidelity with high runtime performance.
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Managed outsourced studios, providing clear technical and artistic feedback to ensure all assets met quality standards and project requirements.


Rappelz - Mobile
Nov 2015 ~ July 2020
Rappelz Environment Works
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3D Works
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Spearheaded all communication with the outsourced art team, managing asset quality, UV layout standards, and PBR compliance to ensure consistent integration into the production pipeline.
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Retextured legacy assets to meet modern visual standards, creating custom normal maps, metallic/roughness maps, and ensuring stylistic consistency across old and new content.
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Created high-quality assets from scratch, utilizing ZBrush for sculpting and Substance Painter for PBR texture authoring, optimized for both mobile and PC platforms.
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Stomp Run - Gala Lab
Lead Artist / 3D Generalist
Duration: 11.01 2014 ~ 11.15 2015 - Not Released
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Served as Art Lead, managing all in-game art assets, and handled full rigging and animation for 9 unique main characters, pairing each with custom particle systems for in-game events.
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Remodeled and retextured the original character lineup to chibi scale, reworking rigs and reimagining animations to match a new arcade gameplay style.
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Implemented dynamic gameplay features such as stomping and object destruction, integrating corresponding UI and particle effects tightly linked to gameplay events.



World Creator 2
Procedural Terrain Works
Migrated to Unity
Ragnar's Retribution
Art Contest Demo for Gala Lab


Harbor City 2013
Made in Unreal
My first personal project after graduation
Created in 3DS Max and Rendered in Unreal Engine





































































































