As the Principal Environment Artist at Noodle Cat Games, I am responsible for defining and maintaining the game world's overall look and feel. I established the foundational environment, props, and Landscape master materials, creating scalable systems that were later expanded with new features in close collaboration with our Tech Art team. I also planned and built the entire whitebox architecture, ensuring that early layout decisions supported long-term design, performance, and production goals.
I ensured environmental asset quality and consistency in collaboration with Art Director Adam Ford and vendor partners. To support efficient world-building, I developed UE5 PCG tools for the procedural placement of vegetation, rocks, trees, bridges, and fences, using spline and static-mesh spawners with landscape-driven spawning. These tools enabled rapid world layout while maintaining flexibility and creative control.
This work was made possible through close collaboration with our tech art team—Jeremiah Washburn and Alessa Baker—our internal environment artists Lindsay Belkin and Sarah Vawter, VFX artist Sven Majerus, concept artist Jack Bohm, game designers Ian Percy, John DeShazer, Kim Steiner, Wojtek Madry, and our internal QA Billy Quick, Stephen Leicht II, and producer Jess Mitchell-Chiang. Special thanks to external partners Masoud Rezaei, Polyart, and Pingle.