Game Art

Hello! I’m Jenny. While I’m studying game design, I have a strong interest in game art, especially environment art and storytelling through environments. I have taken courses in 3D asset creation and art fundamentals, and this page includes various personal game art projects I’ve made alongside my studies.

Individual Project

Blender
Unreal Engine
Zbrush
Substance Designer
Houdini

Environment art

Set Dressing

Programs: Unreal Engine 5

I was inspired by living in the Netherlands and the windmills I see here to create this real-time medieval barn game environment. I used Megascans and other asset packs from the Unreal Engine marketplace.

  • Using a modular kit
  • Landscape sculpting and painting
  • Foliage painting
  • Water volumes
  • Materials
  • Lighting

Game Projects

I've been involved in set-dressing various game projects. I've also created 3D modular asset kits for some projects.

Enshrouded Isle

A Divinity: Original Sin II Level Mod

Individual Project

Divinity Engine 2

  • 3D sculpted the landscape and applied landscape materials, blending them for seamless transitions and to hide repetition.
  • Set-dressed the level using existing art assets.
  • Added lighting and environmental effects.
  • Implemented environmental storytelling through asset placement.
The Devil's Bathhouse

A Quake Level Mod

Individual Project

Trenchbroom

  • Sketched, grey-boxed, and set-dressed the level.
  • Created textures and materials and added existing materials to assets.
  • Added lighting to the level and ensured visibility for the player while retaining the dark atmosphere.
  • 3D modeled a modular kit based on real-life architecture of castles and sewage systems.
  • Implemented environmental storytelling through asset placement.
Astrohaunt

An original shooter game

TEAM PROJECT: 12 PEOPLE

Unreal Engine 5

  • Sketched, grey-boxed, and collaborated with artists to set-dress the first level.
  • Ensured that the art and lighting support the intended gameplay experience through playtesting and iteration.

Stylized Environment Art

Programs: Blender, Zbrush, Unreal Engine 5

 Tree:
  • Modeled and UV unwrapped the tree in Blender.
  • Sculpted details in ZBrush.
  • Created a normal map based on the high poly sculpt.
  • Imported the low poly version to Unreal Engine.
  • Created and applied materials in the game engine.
Grass:
  • Runtime virtual texture grass with wind effect, made in Unreal Engine 5.
  • The grass material changes color based on the painted landscape color to create a blended effect.

Procedural Art

Programs: Houdini, Unreal Engine 5

 Ladder:
  • Ladder that can be resized (width & height) made in Houdini.
  • Imported to Unreal Engine and combined with a blueprint that makes the ladder climbable.

Prop Art

Scissors

Programs: Blender, Substance Designer, Unreal Engine 5

  • Photorealistic copy of scissors I own with slight wear and dirt.
  • 3D modeled and UV unwrapped in Blender.
  • Created materials in Substance Designer.
  • Imported the mesh to Unreal Engine 5.
  • Applied materials to the mesh in the game engine.

Character Art

Programs: Blender, Unreal Engine 5

Characters for Root Invasion, a third-person shooter where you play as a bunny and fight the the vegetables – by using them as weapons.

  • I made these characters for a short game jam game.
  • I modeled, UV unwrapped, textured, and rigged them in Blender.
  • I retargeted animations for them in Unreal Engine 5.
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