Low-poly, game-ready 3D environments and props in Blender and Unity. Cozy villages, anime-inspired interiors, and worlds that hold up in-engine.
Selected work
Full-pipeline pieces — modeled, textured, lit, and rendered in Blender, with engine-ready exports.
Services
Fixed scope, fixed price, written updates. Every quote includes a blockout approval stage so nothing is a surprise.
A complete playable space — village, shop, ruin, camp, or room.
Props that match your game instead of whatever's in the store.
Cozy 3D visuals of a room, café, shop, or studio.
Process
Everything happens in writing. You always know what stage we're at and what's next.
You send references, layout sketches, or screenshots of your current art.
I send a grey-box screenshot so we agree on layout before detail work begins.
Modeling, texturing, lighting — with progress screenshots as I go.
Renders plus source and engine exports. One revision round included.
FAQ
Source files and commercial rights are available on every tier. Personal-use commissions are cheaper; commercial use in a shipped game is priced at roughly double, and full exclusive buyout at more. Say what you need up front and I'll quote it in one number.
Yes — send screenshots and a couple of reference images. I'll tell you honestly if something is out of scope instead of guessing.
Unity is native for me — prefabs, materials, colliders, and LODs can be set up as part of the job. Unreal gets FBX with correct scale and pivot conventions.
One round is included, and revisions at the blockout stage are effectively unlimited because that's the cheap stage. After delivery, extra rounds are $40 each. This keeps projects predictable for both of us.
Sometimes, at +50%, if the schedule allows. Ask before assuming.
Send a reference, a mood board, or a scribble. I'll tell you what it costs and how long it takes — usually within a day.