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Rahul Advani
Rahul Advani
3D Environment Artist
San Francisco, United States

Summary

3D Environment Artist with 7 years of experience across games, AR, and VFX — specializing in asset creation, material authoring, and real-time engine integration. I build optimized, high-quality visuals within strict performance budgets, collaborate closely with cross-functional teams, and mentor fellow artists to bring their creative visions to life.

Skills

3D ModelingDigital SculptingEnvironment ModelingHard Surface ModelingLow-poly ModelingProp ModelingTexturingUV MappingRetopologyHigh-poly ModelingLevel DesignWeapon ModelingPBR TexturingTexture Baking

Software proficiency

Blender
Blender
ZBrush
ZBrush
Maya
Maya
Substance 3D Painter
Substance 3D Painter
Substance 3D Designer
Substance 3D Designer
Photoshop
Photoshop
SpeedTree
SpeedTree
Unreal Engine
Unreal Engine
Unity
Unity

Experience

  • 3D Environment Artist (Contract - Part Time) at Paperflower Games
    June 2026 - Present

    · Building the environment prop library for Woodside, a third person horror game, modeling and texturing modular and unique architectural assets while leveraging Nanite to use more detailed meshes

    · Built a vertex-paint material system with custom masks producing visual variants from a single texture set, cutting prop texture memory by roughly 30%

  • 3D Environment Artist / Generalist at Paper Triangles
    San Francisco, US
    October 2022 - March 2026

    PAPER TRIANGLES — 3D Environment Artist / Generalist October 2022 – March 2026

    · Built modular kits and tileable material libraries for licensed AR titles running on mobile hardware from low to high end devices, holding 60 fps across the range

    · Established the hand-painted asset pipeline for Snapchat’s Promoted Places including spec, budgets, and naming conventions, which was adopted as the standard by the rest of the art team

    · Authored procedural tileable materials in Substance Designer for various projects, working to a 1-2MB texture budget per experience

    · Set dressed AR environments for readability on a phone screen, tuning density and sightlines so users could parse a space in seconds

    · Shipped across photoreal, stylized, and hand-painted directions inside the same pipeline, often on shifting client briefs with 2 week turnarounds

    Call of Duty Mobile — AR Interactive Experience

    · Retopologized and textured hero vehicles and characters from 150k source tris down to 8-10k for Lens Studio, preserving silhouette and material response

    · Tuned materials to read correctly under uncontrolled real-world AR lighting, setting the lighting spec other assets on the project were matched against

    Assassin’s Creed: Origins — AR Infinite Runner

    · Modeled and textured the 6 unique tileable modular sets carrying the runner’s full environment, matching the established Assassin’s Creed visual language

    · Baked lightmaps for the full tileset within a 2MB memory ceiling, keeping lighting continuity consistent across procedurally assembled segments

  • 3D Environment Artist at Tripath
    New York, US
    October 2020 - July 2021

    · Built photoreal props and structures for an open-world environment, focused on material response and shadow fidelity under a shared world-lighting setup