Arik Salehi

Environment Artist in Unreal Engine, Unity and Houdini

About Me

I'm a self-taught environment artist with a passion in understanding the whole development pipeline to help cater solutions to both down and up the stream of development. I am particularly interested in large scale worlds with high levels of procedurally generated content. I am an open-minded and confident individual with a broad base of technical skills in tools such as Unreal Engine, Unity, Houdini, the Adobe Substance Suite, as well as experience in VR Optimization and VR game design.

Unity

~2 Years

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.

Unreal Engine

~1 Year

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.

Houdini

~1 Year

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.

Blender

~2 Years

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!

Substance Painter

>1 Year

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.

Showreel

Here are examples of the work I have done and/or am currently working on!
Prototype scene for my game, "After Dawn" in the Unity Game Engine.
Prototype main menu area for, "After Dawn", built in Unreal Engine after scrapping Unity as an option.
Another angle of the Main Menu, showing the sun peaking out from behind a mountain. The assets used in this image are from Quixel Megascans and utilize Nanite.
Main world for, "After Dawn", after exporting from Houdini, textured and with PCG Trees. This map is 4km by 4km and runs at 120 FPS without the trees.
View of the Houdini representation of the After Dawn World, with the procedural texturing applied, before cutting into Nanite Meshs.
Early forest view before grass and objects, the object partially blocking the sun is the mountain peak.
This is a EGP-6 RBMK Nuclear Reactor Core I modeled in blender from schematics and exported into Houdini to shatter using explosion simulations. This object is then going to be used as a major story piece in "After Dawn"
Wireframe view of the EGP-6 RBMK Reactor from the previous picture.

Contact

Arik Salehi

ariksalehi@kinemastudios.com

Resume available upon request

Feel free to contact me via email or Discord* to ask about anything! I'm always willing to chat!

*@rwxrxrx