
Crafting Environments brimming with life

House of the Tragic Poet
March 25, 2025 ~ March 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."
Dynamic Nature Effect



Unity Screenshot
Work Progress
Role
Senior Environment Artist | Technical Artist
• Designed and built large-scale environments
• Created and optimized environment assets
• Developed a world-building pipeline integrating terrain, vegetation, and road systems to streamline map production.
• Produced SpeedTree vegetation and Shader Graph shaders for environment
• Built artist tools for automation and asset validation, improving workflow efficiency and iteration speed.
Duration
02/2021 - 02/2024
• Iceland: Full-scale environment featuring lava, snow, water areas, and natural landscapes.
• Tokyo, Japan: Large-scale seasonal nature environment blended with detailed architectural elements.
• Paris, France: City layout design focusing on structural detail and vertical slice prototypes.
• Additional: Various feature test maps and vertical slice prototypes for environment performance evaluation.
Map 01 - Iceland
Iceland Tour
July 21 2021 - July 26 2021
To truly capture Iceland’s essence, I embarked on a self-funded, five-day journey—immersing myself in its landscapes, gathering firsthand references, and experiencing its raw beauty firsthand. No effort is too great when it comes to bringing authenticity to my work.
Iceland Demo
For the Iceland scene, I maximized vegetation density while ensuring optimal performance on low-end devices. I developed instanced shaders to maintain smooth rendering, allowing for a lush, detailed environment without sacrificing efficiency.
Map 02 - Japan
Japan Map
Beyond crafting environments, I ensured every update was presented in the most engaging way possible. I created fun prototype videos to showcase my work, turning monthly meetings into exciting showcases that kept colleagues inspired and involved.
Map 03 - Paris
Paris Map
For the Paris scene, I built a cutting-edge demo featuring dynamic traffic and pedestrians, pushing the boundaries of what a cycling app could offer. By integrating features unseen in other apps, I created a compelling vertical slice showcasing how far our project could evolve.
Work Progress Details
As an Environment Artist and one of the founding team members, I built all maps from the ground up—crafting terrains, vegetation, and world elements under the direction of the Art Director. I was fully responsible for creation, optimization, and resolving any technical challenges that arose throughout development.
Additional Work Feature Maps (Design, Prototype)
At VTW, I crafted feature maps that pushed the boundaries of gameplay by integrating environmental elements into the fun. I developed multiple prototypes, experimenting with ways the environment itself could enhance player engagement, ensuring that every space was more than just a backdrop—it was part of the experience.

Ironman Project
Feb 2020 - Feb 2021
Personal Prototype Project
Creating character controller / Enemy AI / Fighting Mechanics
With high quality environment with post process





Rappelz the Rift
Jan 2017 - July 2020
Company
Gala Lab (South Korea)
Role
Lead Environment Artist
Technical Artist
• Modeled props and environments using 3DS Max, ZBrush, Substance.
• Built MMORPG levels in Unity, baked lights, applied post-process.
• Created PBR shaders with node systems for optimized visual fidelity.
• Optimized assets, developed guidelines for LOD, topology, draw calls.
• Collaborated cross-team to build tools and ensure performance balance.
Released Footage

Dungeon Works
Remaster











Open Field








3D Work
(Managed Outsource Model, Created PBR Textures, and created props)

El Salvador
Company Gala Lab
Role: 3D Environment Artist / Level Designer
2019 - Cancelled
STOMPRUN
Company: Gala Lab
Stomprun is a Casual Mobile Game made in Unity.
My Role: Art Director / 3D Generalist /
• Rigged and animated characters and monsters for gameplay.
• Reshaped models to match chibi art style direction.
• Created VFX with particle systems for visual enhancement.
• Produced in-game cinematics using animator sequences.
• Enhanced gameplay with traps, bosses, and UI effects.





















Other Old Works
Engine: Unreal 4














