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.

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
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
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
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