Spaces built to be felt — and built to spec.
I take levels from blockout to final lighting pass in Unreal Engine 5, and model every prop that fills them to real-world dimensions and a real-time budget. Autodesk Maya, 3ds Max, Blender.
Hi, I'm Olive. I design levels, dress them as an environment artist, and model the props that fill them — spaces meant to be explored, not just looked at.
Whether it's a locked basement door or a temple gate puzzle, my goal is the same: let the space tell part of the story before a single line of dialogue does — built accurately enough that the space holds up under a close look.
Open to Level Art, Level Design, and Environment Art roles.
lemonlemming@icloud.com