Pacer
Environment Artist
Pacer is a high-speed anti-gravity racing game set across a range of futuristic race tracks. As part of the environment art team, I was responsible for helping define the visual identity of each location by creating high-quality hero props, modular structures, and optimised assets for use across multiple platforms.

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My Role
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Modelled and textured hero props to establish the visual style and identity of each race track
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Built modular architecture and landscape assets in Unreal Engine
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Contributed to worldbuilding through detailed environmental storytelling
Asset Creation
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Created high-detail props and structural elements for key track set pieces
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Developed trim sheets and used UDIMs to maintain texture resolution and efficiency
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Designed modular kits to support flexible, large-scale environment construction


Technical Art & Optimisation
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Optimised UV layouts and lightmaps for performance across console and PC
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Delivered assets suitable for 4K/60fps across all major platforms
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Balanced visual fidelity with performance targets in Unreal Engine



Collaboration & Workflow
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Worked closely with level designers to ensure assets integrated seamlessly with gameplay
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Collaborated with other artists to maintain a cohesive visual language across biomes
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Contributed to documentation and workflows for efficient environment production























