
Games · material services
Materials and textures for game production.
Tileables, trim materials, environment surfaces, generators and engine-ready texture sets for Unreal or Unity. Experience includes environment art, outsourced production and work on AAA titles under NDA.
Discuss your production ↗Who hires me
- Environment and material leads
- Art directors and external-development teams
- AAA, AA and independent studios
Typical material brief
- Realistic or stylized tileable materials
- Texture sets packed for the target engine
- Substance graphs, generators and controlled variants
- Short-term capacity or a defined material batch
Production value
- Materials matched to the project reference and shader setup
- Consistent map packing, scale and naming
- Source files that another artist can pick up
Relevant visual proof
Material work relevant to games.
Production requirements
Constraints I scope before production.
- Texel density, texture-memory and shader budgets
- Realistic or stylized art-direction matching
- ORM or project-specific channel packing
- Validation in Unreal Engine or Unity
Possible deliverables.
- Tileable environment materials and trim sheets
- Base color, normal, roughness, height and packed masks
- SBS graphs, SBSARs and controlled material instances
- Engine-ready exports, naming and source handoff
Experience
Relevant production work.
Public work includes six GameTextures environment materials and earlier environment-art experience at Black Forest Games. Additional AAA work is under NDA.
Where client work is confidential, I describe the role and production area without naming the project.
View public work ↗Next decision
Define the test before scaling production.
For an external batch, choose one representative surface that includes the real visual target, technical constraints and handoff. It gives the team a concrete quality bar before scheduling the remaining materials.
Games material project



