Chi Bao Le – 3D Artist

3D Artist focused on crafting immersive environments through modeling, lighting, and material work. I aim to create believable, atmospheric worlds grounded in strong visual storytelling.

Myst End – key art

Myst End

Environment Art Atmospheric Design 3D Modeling Sound Design 2026

A technical exploration of liminality and environmental storytelling. This project focuses on directing viewer attention through rural composition while maintaining high render efficiency through advanced optimization workflows.

  • Designed a "Liminal Rural" environment using curved paths and leading lines to psychologically direct the viewer’s eye through the composition.
  • Executed a complex post-production pipeline in DaVinci Resolve Fusion, including a custom-built dynamic rain on lens VFX overlay that reacts to scene lighting.
  • Utilized Blender’s volumetric scattering and compositing nodes to transform raw lighting into a cohesive atmospheric narrative, using depth cues and bloom to emphasize the scene's liminal tone.
  • Implemented rigorous optimization techniques including camera culling, mesh decimation, and remeshing to minimize hardware overhead and render times.
  • Developed realistic PBR materials in Substance and Photoshop, specifically focusing on weathered and rusted metal surfaces for environmental signage.
  • Authored a spatialized audio landscape using Fairlight, applying environment-specific reverb to sourced rain and wind assets to enhance immersion.
Blender DaVinci Resolve Substance Painter
Signal Link – key art

Signal Link

Character Design Prop Design Hard Surface Modeling Organic Surface Modeling Texturing Rigging Game Jam 2026

A collaborative puzzle game entry for "thatgamejam 1" hosted by thatgamecompany with Laguna Interactive. My role focused on bridging the gap between 3D modeling and 2D art styles, ensuring technical performance and animation readiness within a 7 day timeframe.

  • Modeled the two central playable characters: the Player and "BOING" the robot companion.
  • Authored the character pipeline, including UV unwrapping and the creation of texture atlases for seamless integration with 2D artist workflows.
  • Rigged the main player character to support gameplay mechanics and environmental interaction.
  • Designed, modeled, and textured environment props using low-poly techniques and reusable texture sets to minimize memory overhead.
  • Maintained strict texel density and poly-count constraints to ensure wide compatibility and performance.
Blender Photoshop Unity Git
Furniture Visualization – hero render

Modern Furniture Visualization

3D Generalist Product Visualization 2025

A realistic studio-style furniture visualization showcasing clean topology, organized UVs, and PBR materials. I modeled, textured, and lit a cohesive asset set and produced high-resolution hero renders with professional presentation.

  • Modeled a full set of realistic furniture assets including a couch, coffee table, lamp, and supporting decor.
  • Created clean topology and organized UVs suitable for production-quality visualization workflows.
  • Intergrated PBR materials with attention to fabric detail and wood grain.
  • Designed a studio lighting setup to showcase the furniture set with balanced highlights, soft shadows, and controlled reflections.
  • Ensured all assets used consistent scale, texel density, naming conventions, and file organization aligned with visualization standards.
Blender Cycles
Docking Bay – key art

Docking Bay – PSX Horror

3D Modeling Environment Art Narrative Design Sound Design Video Composing Game Jam 2025

A PSX Horror Mangement game made with Laguna Interactive's submission to the 7-day game jam "Spook Jam 2025" that got host's top 20 choice out of 950 submissions. I created modular props and textures, supported environmental worldbuilding, and optimized assets for WebGL; I also developed the project’s narrative and produced a lore video to set the tone of the world.

  • Modeled modular sci-fi environment kit and hero props.
  • Created PSX-style textures and material passes.
  • Maintained Asset Pipeline for efficent intergration between art and programming team.
  • Built foundations for World Narrative.
  • Composed Intro video to create a immersive yet tense hook.
  • Assisted with core Game Design.
Blender Photoshop Texture Ripper Substance Painter Unity Davinci Resolve Git
Clean Up Crew – key art

Clean Up Crew – Mech Roguelite

3D Modeling | Environment Art Game Jam 2025

A 2.5D mech roguelite created during Mech Jam 6 with Laguna Interactive in 7 days. I modeled low-poly props and environment pieces optimized for WebGL, ensuring clean topology, efficient UVs, and consistent visual style across levels. I also hand painted textures for environmental models ensuring it fits cohesively with the 2D team's artwork.

  • Designed and modeled Buildings.
  • Created handpainted textures.
  • Optimized meshes and atlases for WebGL builds.
  • Maintained Asset Pipeline for efficent intergration between art and programming team.
  • Assisted with core Game Design.
Blender Substance Painter Unity Git
idol of ashes cover image

Idol of the Ashes

3D Modeling Environment Art Level Design Game Jam 2025

A 7-day game jam project where I served as the 3D modeler and assisted with level design with Laguna Interactive. I created stylized environmental and gameplay assets and collaborated with the team to build readable, cohesive spaces for exploration and prop hunting.

  • Modeled stylized 3D environment and prop assets used throughout the game world.
  • Contributed to level design, helping shape navigable spaces and environmental flow.
  • Optimized meshes and atlases for WebGL builds.
  • Maintained Asset Pipeline for efficent intergration between art and programming team.
  • Assisted with core Game Design.
Blender Substance Painter Unity Git
idol of ashes cover image

Liminal Trial

Solo Developer Game Design Sound Design Blueprint - Unreal Lighting & Environment Design 2025

A solo psychological horror experience built in Unreal Engine 5, focused on isolation, perception, and atmospheric tension. I designed the environment, pacing, and sound cues, then produced a companion cinematic in Blender featuring handheld-style camera work and edited the final sequence in DaVinci Resolve.

  • Designed and developed the core gameplay experience solo in Unreal Engine 5.
  • Authored narrative elements exploring perception, isolation, and uncertainty.
  • Integrated audio design and environmental sound cues to enhance player immersion.
  • Built modular environments and atmospheric lighting to support psychological horror themes.
  • Created a cinematic game trailer using Blender, including handheld camera animation and post-editing in DaVinci Resolve.
  • Rigged and Animated Camera and Monster Character.
Blender Substance Painter Unreal Engine 5 DaVinci Resolve
Terracatta Army – virtual sculpture

Terracatta Army – Virtual Sculpture

Photogrammetry Class Project 2025

A photogrammetry project exploring scan capture, cleanup, and presentation. I captured household objects using RealityScan/RealityCapture, processed them in Blender through poly count reduction and material cleanup, and assembled a polished virtual gallery-style diorama.

  • Captured real-world objects using RealityScan / RealityCapture for accurate photogrammetry data..
  • Cleaned, retopologized, and organized assets in Blender.
  • Assembled the final scene as a curated virtual diorama inspired by the Terracotta Army site.
  • Exported and published the cleaned model on Sketchfab for real-time viewing.
RealityScan RealityCapture Blender