Marc Pérez

3D Environment artist

© All rights reserved. All images used with permission.



Steel Hunters

DPS Games - 2025

PC

STEEL HUNTERS is a Free-to-Play, PvPvE shooter with futuristic mech battles. Level up your Hunter and upgrade your arsenal to turn rivals into scrap. Choose your playstyle and combat tactics against 5 other duo teams. As a Senior Level Artist, my tasks are:


  • 3D environment prop design, modelling, optimization, mask creation and texturing.

  • Modelling, optimizing and building of massive landmarks for the map

  • Responsible of huge section of the level: dressing and authoring of big landmarks for the map


For this map, I was responsible of the blockout, 3D model, textures and optimization pass on the three cooling towers for this map and the dressing of the surrounding areas. The map was never released due to the project’s cancellation, so everything here remains a work in progress




© All rights reserved. All images used with permission.



PowerWash Simulator: Wallace & Gromit

Spilt Milk Studios / Futurlab - 2025

pc, playstation 4/5, xbox one, xbox series X/S, Nintendo Switch

During my time at Spilt Milk Studios I had the opportunity to work on the last PowerWash Simulator DLC, based on the world of Wallace & Gromit. My main responsibilities were:


  • Building two levels based on the show, using references and collaborating with the Lead Artist

  • Composing and dressing both levels from scratch

  • Modeling the necessary 3D assets the scenes needed (houses, street lights, moon rocks)

  • Procedural textures matching PWS style


Wallabe Street level. I was responsible of building the entire street using the main house as a base to build the rest of the street.


Moon level. Build the level from scratch, using some assets already done by the team and adapting them to match the style the series and the game had




© All rights reserved. All images used with permission.



Drop Dead: The Cabin

Soul Assembly - 2023

meta quest 2

Before I left Soul Assembly (previously Pixel Toys) I had the pleasure to work on the early days of Drop Dead: The Cabin. My tasks were:


  • Early art style exploration with along the Lead Artist and Art Director

  • Art exploration and discovery on the beauty corner

  • Composing and dressing test levels working with level designers

  • Asset exploration testing workflows and styles

  • Procedural textures exploration and testing

  • Style and atmosphere boards for different locations


Generator machine: this asset is one of the big machines we have in the level. The player have to replenish the batteries with it to have power in the main building. The asset is animated, lots of parts are moving in engine and the player will interact with, mainly, the yellow pull to start the generator

~19k triangles and one 4k textures set


Battery machine: this asset is one of the big machines we have in the level. The player have to activate it to have power in the main cabin. Interactable asset in-game.

~8.7k triangles and one 4k textures set


Additional assets I did for the interior and exterior of the cabin


Material exploration for outdoor level: Moss, grass and soil. Made in Substance Designer


Material exploration for the cabin's bathroom: Dirty and broken tiles. There materials would be mixed in engine using vertex painting. Made in Substance Designer


Drop Dead: The Cabin launch trailer


© All rights reserved. All images used with permission.



olliolli: rogue riders

codename: calverton

ios - unity[2023-2024] - cancelled

OlliOlli: Rogue Riders was the last entry for the OlliOlli series. With procedural levels and a roguelite mechanic, it basically had infinite levels and a lot of replayability. The player will visit again OlliOlli World biomes with a new twist. It incorporated new mechanics and touch control.I was responsible of four of the six biomes of the game, overall look, mood and construction of it to make it work with the procedural tools. For it, we used all the material from the base OlliOlli World game since it was in the same universe.Here is pure gameplay of all the work the team made

Roll7 love letter to the saga and video-games.
It was our last project ❤️

© All rights reserved. All images used with permission.



lego space program: a kerbal adventure

codename: project pizza

roll7 co-developing with intercept games

pc, consoles - UNREAL ENGINE 5 [2023-2024] - cancelled

Project Pizza was a co-dev project with Intercept Games. Running in Unreal Engine 5, it was an open world (galaxy) third person platformer and puzzle game with driving and building with physics. It was a blend between the Kerbal Space Program franchise -taking from it the rocket/vehicle physics- and LEGO franchise -building, set pieces and general art direction-.
The main characters crashed in a desertic planet (or is what they think) and to repair their ship, they have to solve puzzles across the open world planet to get new pieces for the ship and get to the next planet. You'll meet LEGO characters here and there and they will give the player missions and clues for how to solve the world's puzzle. The planets we worked were a full round planet with seamless navigation and no loading times. Everything based on gravity and physics, the player have to built each vehicle according the necessities and hazards of the planet.
For this project, my tasks were:

  • Key and concept art for the first two biomes

  • Art exploration and discovery on the beauty corner

  • Composing and dressing test levels working with level designers

  • Discovery and testing modular kits for level dressing


Key art for the fist two biomes: Moog (desertic planet) and Moog Oasis (an underground oasis on Moog Planet)
We wanted to explore general planet mood, rock formations, flora and style


Examples on planet and base exploration, Oasis flora and how it reacts to the player


Beauty corner shots and some of the rocks I did during exploration phase


Examples of levels I dressed using modular rock kits.
For the snowy planet, I used the rock kit I did for the beauty corner, adapting the textures to look like ice and snow. For the big meteor level, I used a new rock kit made by Intercept's environment artist Tim Curry.


Examples of procedural materials I did on Substance Designer.

© All rights reserved. All images used with permission.



STUNTZ

pc - UNREAL ENGINE 5 [2023] - INTERNAL PROJECT

Stuntz was an internal training to use Unreal Engine 5 for future projects. It was a motorcycle racing game using LEGO sets and pieces. Since it was LEGO, I thought that would be nice if the LEGO pieces stayed with a real life scale, so everything else is giant. I was in charge of the dressing, composition and lighting of the base level. We had 3 different tracks, but the environment always stayed the same. I added a night lighting to have some variety on the third track. Worked using Lumen and Nanite.
All the meshes used for the environment are from the training Unreal Engine project.


The LEGO pieces and meshes used for the tracks were done with the Unreal LEGO plugin by Jeremi Boutelet and Aubrey McCarthy


Night time lighting

© All rights reserved. All images used with permission.



athena

pc and consoles - unity [2022-2023] - cancelled

Athena was an open world third person extraction shooter with parkour. It started from the ashes of the previous prototype, VERTICA, and evolved as its own thing. With a more stylized and vivid artstyle, we started exploring a heavily sculpted artstyle to, at the end, a more stylized one. Lighting and colour was important since the beginning, with dramatic lighting and a big sense of scale.


One of the first test levels I did. We wanted a big central structure with a heavy sense of scale.
I was responsible of everything on this level, from sculpting and optimising the assets used to dressing and lighting the leve. First two screenshots taken by Bill Lowe.


Art direction changed to a more vivid and light mood but continuing with the sculpt workflow with PBR materials adding metal to the assets. Here are some examples of a test level with new assets within the new style with concept art from our concept artist Gregoire Frot.

We still wanted a big structure on the level and the triangular shape, so we maintained it on the big background statue.
I was responsible of everything on this level, from sculpting and optimising the assets used to dressing and lighting the level. Vegetation is from a Megascans pack.


Structures used on the level. Substance Painter renders.


Central piece for the interior building lobby. Sculpt test. Concept art from Gregoire Frot.


Art direction changed again to a non-PBR visuals, with tileable textures and materials shared accross the assets. In this new look, we tried a new paintarly/splashed kind of textures as shown in this building.

Modular building I did to test enemy scale, character movement, traversal, texture style in big structures and modularity for buildings.
Materials done by the principal environment artist (Tim Ash) and character by the character artists team (Rachel Cox, Jeremi Boutelet and Arthur Tubb).

© All rights reserved. All images used with permission.



VERTICA

pc and consoles - unity [2022] - cancelled

Vertica was a sci-fi third person shooter with parkour elements. Artstyle wise was really influenced by (at the beginning of it) BLAME! and AKIRA. Lots of tubes, pipes, cables and wiring with a lot of mechanical assets. We wanted to work a lot with dramatic lighting, volumetric fog and god rays and colour contrast.



We continued with the style exploration and changed to a more brutalist look, more influenced by CONTROL (Remedy Entertainment - 2019) with lots of concrete and red and white lighting

Pipes cloth simulation test made in Blender. Renders from Substance Painter with final textures and cloth baked into the final asset


Destroyed pillar sculpt, bake and texture tests.

© All rights reserved. All images used with permission.



[TOP SECRET AND STRICTLY CONFIDENTIAL]

Cancelled & unnanounced projects

roll7 - 2022/2024

pc, console, ios - Unity/unreal engine 5


After the release of OlliOlli World: Finding the Flowzone DLC, I started working with the prototyping team in different projects with totally different artstyles between them. My tasks during this period were:

  • Visual development

  • Concept art

  • Dressing and lighting the test levels

  • Technical and workflow discovery and testing

  • Modelling and sculpting asset exploration

  • Texture and render exploration


Here are some examples of the work I did on those projects:


© All rights reserved. All images used with permission.



MiniZ VR Racing

Technical Racing Products - 2018

Samsung Gear VR - cancelled

Megane Trophy 2010 edition and environments for MiniZ VR Racing videogame, a VR mobile videogame for Android and Samsung Gear VR.
I've done the implementation in Unity, lightning (indoor and outdoor), 3d models and UVs in Maya and texturing in Substance Painter and Photoshop.

© All rights reserved. All images used with permission.



Disembodied

berlin:by:ten - 2019

playstation 4 - unreleased

I had the pleasure of working with the team of Berlin:by:Ten in Disembodied until the game was cancelled. During that time, I was in charge of:

  • Small props to populate the environments

  • Tileable textures

  • Storyboard and direction of 2D cinematics

  • Concept design of in-world imaginary (banners, flyers, graffitis, etc.)

  • 2D collectibles

  • UI design (Menus)

Here are some examples of the work done:


Mine props. Final render and sculpt examples done in Zbrush


There are some of the materials I made for Disembodied. All the materials are done in Substance Designer except the Wood Planks, made in ZBrush and 3DCoat. Spheres are rendered in Marmoset Toolbag 3


Some examples of different 2D cinematic sequences across the game


Special in-game collectibles. While playing, the player will find pieces of it. When they have three, the collectible is complete and the full illustration can be seen


UI mock up



© All rights reserved. All images used with permission.



Retro postapo building

Marmoset toolbag

I made this model for the Monthly Environment Art Challenge on Polycount, for the hand painted category. Modeled from Krzysztof Maziarz amazing concept
Modeled in Maya, textured in Substance Painter and Photoshop. Rendered and light animation in Marmoset Toolbag 3.

© All rights reserved. All images used with permission.



Induction blade Super-heated

marmoset toolbag

Induction blade Super-heated 3D model based on the awesome concept art by Fernando Correa
9.1K tris.
1 2048x2048 texture.
Modeled in Maya, sculpted in ZBrush, textured in Substance Painter and Photoshop and rendered in Marmoset Toolbag 3.

© All rights reserved. All images used with permission.



OlliOlli World: Finding the Flowzone

Roll7 - 2022

pc, playstation 4/5, xbox one, xbox series X/S, Nintendo Switch

I had the pleasure of working on the second expansion for OlliOlli World when I joined Roll7. These are some examples of the work I've done across all the biomes

I was responsible of:

  • Taking ownership and dressing the levels from greybox to final state

  • Creating the visual style and world building rules for the new DLC biome

  • Polishing and optimisation pass


OlliOlli World: Finding the Flowzone DLC trailer


© All rights reserved. All images used with permission.



Mad Science Lab

unreal engine 4

Mad Science Lab inspired by the concept of Jose Cua.
Modeled in Maya, sculpted in Zbrush, textured in Substance Painter and Photoshop. Rendered in Unreal Engine 4

© All rights reserved. All images used with permission.



Warhammer 40,000: Battle Sister

Pixel toys - 2020

Quest, Quest 2 and Oculus

I had the pleasure to work and create several levels on Warhammer 40,000: Battle Sister, including main campaign and multiplayer mode. Here are some examples of those. I was in charge of:

  • Layout and level design along with the level designer

  • Modelling and texturing 3D modular assets such as bunker wall kits and doors using trim sheets and procedural textures

  • Modelling set dressing props like crates, railings and beams

  • Taking ownership of the levels I worked on and taking responsibility on set dressing, lighting, composition, technical and optimisation pass

  • Supporting other artist on their levels helping with optimisation, set dressing and lighting


Warhammer 40,000: Battle Sister launch trailer

© All rights reserved. All images used with permission.



Orc Shield

Marmoset Toolbag

Orc shield based in a concept of Rockheart Studios
2628 tris
1 2048*2048 texture
Modeled in Maya, sculpted in ZBrush, textured in Substance Painter and Photoshop and rendered in Marmoset Toolbag

© All rights reserved. All images used with permission.



Sci-fi modular corridor

Unreal Engine 4

Sci-fi corridor full modular.
Modeled in Maya, textures in Substance Painter and Photoshop and rendered in Unreal Engine 4.
Modular pieces and wireframe screenshots are rendered in Marmoset Toolbag 3.

© All rights reserved. All images used with permission.



The Evil Dead cabin

Unreal engine 4

The Evil Dead cabin project made in Unreal Engine 4.
As a big fan of the saga, I just wanted to make a fan art of the cabin, the main environment of the first two movies.
Modeled in Maya and ZBrush, textured in Substance Painter. Some materials of the ground were made in Quixel Mixer and others in Substance Designer. Plants and trees with SpeedTree. All rendered in Unreal Engine 4.
Careful with Ashy Slashy!

© All rights reserved. All images used with permission.



Marc Pérez

SENIOR ENVIRONMENT ARTIST

Experience

DPS Games - Wargaming UK (December 2024 – Present) - Senior Level Artist

  • Steel Hunters (PC)

  • 3D environment prop design, modelling, optimization, mask creation and texturing.

  • Responsible of huge section of the level: dressing and authoring of big landmarks for the map


Spilt Milk Studios (August 2024 – November 2024) - 3D Artist - Contract

  • “PowerWash Simulator: Wallace & Grommit (PS4, PS5, Xbox One, Xbox Series X/S, Nintendo Switch and PC)”

  • “Thrash Goblin (PC)”

  • 3D environment prop design, modelling and texturing.

  • Responsible for dressing and layout of several levels across the game, working closely with the design and art teams to achieve the best look and feel for each.


ROLL7 (March 2022 – July 2024) - 3D Environment Artist

  • OlliOlli World: Finding the Flowzone DLC (PS4, PS5, Xbox One, Xbox Series X/S, Nintendo Switch and PC)

  • Unannounced projects

  • 3D environment prop design, modelling and texturing.

  • Responsible for dressing and layout of several levels across the game, working closely with the design and art teams to achieve the best look and feel for each.

  • Responsible for technical pass, mood and readability on my levels.

  • Prototyping, working closely with the art director, leads and designers to set the art style and level design

  • Visual development and concept art for unannounced projects.


PIXEL TOYS (May 2020 – March 2022) - 3D Environment Artist

  • Warhammer 40.000: Battle Sisters (Oculus Rift S, Quest and Quest 2)

  • Drop Dead: The Cabin (Quest 2, Oculus, Pico)

  • 3D environment prop design, modelling and texturing.

  • Responsible for dressing and layout of several levels across single player campaign and multiplayer levels, helping the design team with composition

  • Responsible for the lighting, mood and readability on my levels.


BERLIN:BY:TEN (June 2018 – January 2020) - Texture / 3D Environment Artist - Freelance

  • Disembodied (PlayStation 4) - Unreleased

  • Responsible for several environment textures, from procedural textures with Substance Designer to decals with Photoshop.

  • 3D environment prop design, modelling and texturing.

  • Responsible for the direction, storyboard, design and illustrations for the 2D cinematics

  • Responsible for the design and creation of in-game collectibles

  • Responsible for the menu UI design (main menu, pause menu and settings menu)


TECHNICAL RACING PRODUCTS / GKT STUDIOS (Jan 2018 - Feb 2018) - 3D Environment Artist - Freelance

  • MiniZ VR Racing - Android (Samsung Gear VR) -Cancelled-

  • Managed the technical and artistic team

  • Environment concept, design and creation

  • Environment lighting

  • Prop modelling and texturing


GKT STUDIOS - (Jan 2017 - Oct 2017) - 3D Environment Artist

  • Gappo’s Legacy - PC (HTC Vive / Oculus Rift)

  • Responsible of the design, modelling, texturing, lighting and dressing of the main menu and training environment

  • Responsible for modelling and texturing main props of the main environment (main platform, main gun).

  • Environment dressing and design.

  • Worked closely with the programming department for better optimization of the 3D models and environment design and technical limitations.


THE GAME FORGER (Aug 2016 - Oct 2017) - Junior 3D Environment Artist

  • Danger Room - PC (HTC Vive)

  • 7 Masters - PC (HTC Vive / Oculus Rift) -Unreleased-

  • SoulPath - PC (HTC Vive / Oculus Rift)

  • Prop and environment design, modelling and texturing

  • Manage a team of 3 artists to organize the tasks and improve the workflow depending on their best skills.

  • For the Danger Room project, I worked closely with the Lead Designer to design the game, the environment and the game mechanics.