Unity Engine was the first game engine I became acquainted with in a holistic manner, working on a widely acclaimed mod for Blade and Sorcery with over 100,000 downloads, and beginning on my own VR game. I explored the engine's capabilities extensively, finding its limitations and using tools to extend its possibilities and develop high definition solutions within it. During the September 2023 pricing changes, I decided to move my work from Unity into Unreal engine, a much more capable engine with better treatment towards developers, though I am still capable of using Unity with ease.
Since September of 2023, I have been using Unreal Engine, rapidly learning the ins and outs of the engine, and developing large scale worlds in VR. Utilizing tools like Nanite, and exploiting Houdini to replace landscape systems, I can create large open-world vistas that can be loaded in at all times and fully textured without a drop in framerate. Coupled with tailored rendering tricks like Fixed Foveated Rendering, Instanced Stereo Rendering, and Round Robin Occlusion, I can create next-generation worlds in Unreal Engine.
I began utilizing Houdini to develop Mesh-based landscape alternatives to Unreal Engine's existing landscape system, which as of now is very slow and lag-prone. This system adopted from the "Project Pegasus" SideFX tutorials and modified to use Nanite Meshs instead of heightmaps. I've since began using Houdini for everything from clouds to destruction simulations inside nuclear reactors.
I have a surface level understanding of Blender, and have been using it to design complex 3D assets, such as the RBMK EGP-6 Type Nuclear Reactor shown here for my own game, After Dawn!
I've very recently began implementing Substance Painter into my workflow to texture my models procedurally. I believe Substance Painter, coupled with Blender and Houdini is one of the best workflows to develop quality experiences in any game engine.