Freelance environment art & team leadership for an NGO turning books into explorable 3D
worlds
I freelanced with Safalta Setu, an NGO, as a 3D Environment World Designer, adapting book content into fully realized 3D worlds in Unreal Engine — the goal was better, more interactive graphics for the books, giving readers an explorable version of the settings they were reading about. Alongside building environments myself, I mentored and managed a team of 5–6 Unreal Engine artists, setting the visual direction and reviewing their work.
Role
Freelance 3D Environment World Designer & Art Team Lead
Tools
• Unreal Engine (landscape sculpting, foliage tools)
• External heightmap tool for base terrain
• Unreal Marketplace assets for set dressing
Responsibilities:
• Sculpting terrain — hand-shaping a base pass in Unreal, then refining over an imported external
heightmap to hit the exact silhouette the scene needed
• Foliage and vegetation placement across the landscape
• Lighting and atmosphere — sky, time-of-day mood, color grading
• Set dressing using curated marketplace props
• Setting the team's art direction and style guide
• Assigning scope across a team of 5–6 artists
• Reviewing team submissions and giving feedback before work went to project leadership
A Hybrid Terrain Workflow
Rather than relying on one method, the terrain here went through two passes: an initial hand-sculpted base built directly in Unreal's landscape tools, followed by an imported external heightmap that I sculpted further on top of to reach the final shape. This let me get the readability and control of hand-sculpting for the near-camera terrain while still benefiting from the natural variation an external heightmap gives the wider landscape.
A Painterly, Book-Faithful Mood
The lighting and color work leans into a soft, painterly, toon-shaded look — warm daylight, layered pine silhouettes, and still, reflective water — built to feel like an illustrated page brought into three dimensions rather than a photorealistic game environment. Matching that mood mattered more here than in a typical game environment, since the whole point of the project was staying faithful to how the book already looked and felt.
Result
The environments, including this one, were delivered to project leadership for review.
Problem
With 5–6 artists each building different worlds from different books, the harder problem wasn't finishing any one environment — it was keeping a consistent visual language and quality bar across a team working somewhat independently.
Solution
I set the art direction and style guide the team worked from, assigned scope so each artist owned specific worlds or sections rather than everyone touching everything, and reviewed submissions before they went up to the project lead — catching inconsistencies in mood, lighting, or asset quality early rather than after the fact.
Directing while still building
This was the first time I was responsible for a team's output as well as my own — balancing hands-on environment work with setting direction and reviewing ther people's work meant learning to give feedback that improved consistency without flattening each artist's own approach.
Designing from someone else's narrative
Unlike my game projects, where I was originating the world, this meant translating a book's existing setting into 3D space — the creative problem was fidelity and interpretation, not invention from scratch.