Zach Voaden 

is a 

3d environment artist

from Arundel, United Kingdom

Skills

Environment Art
Gameplay & Level Design
Lighting
Material Art
Props

Styles

Tools

Interests

Walmart Realm, Eclectic Grandpa Virtual Store - UE5.

 

Working at Sawhorse Productions, I was responsible for developing both interior and exterior environments for this virtual store.


Contributions: Modeling modular asset kits, materials, kitbashing, lighting and optimization.


Any furnishings not included in the modular kit captures, were sourced via third parties. The exterior cityscape was built using assets from the Epic Marketplace. All textures sourced from third parties.

 

I also set up an Environment gameplay demo: I set up custom key bindings to seamlessly switch between first person and third person views, toggle between walking, running, and cycle through all three gameplay levels during runtime. 

 

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Sinners: Survive the Night on Fortnite - UEFN. 

 

Working at Sawhorse Productions as one of the Environment artists, for a Fornite game based on the film “Sinners” for Warner Bros. 
 

Contributions:

Building modular asset kits, hero props. 
Texturing and materials.

Kitbashing: Combining existing UEFN assets with new components to maintain consistency across the game world.
Setting up interior lighting.
 

Key map locations of contribution:
Annie’s House
The Abandoned Butcher’s Shop
Lootable buildings

 

 

 

 

 

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Wayshrine asset kit (Game Inspired) - Technical showcase.

 

Recreation of the Wayshrine featured in The Elder Scrolls V: Skyrim, Dawnguard DLC.

 

Modular Kit: 
Shrine components 
Archway (stackable, with vertical/horizontal variants) 
Damaged pillars and broken variants for storytelling and structural variation.

 

Materials: 
Master trim sheet 
Stone slabs 
Damage decals

 

Functionality (Unreal Demo)

Lighting mode - Switch between daylight and night time using (Gamepad X) 
Animate Shrine lowering Sequence. (Activate via gamepad Y) 
Center housing animates downward into the ground. 
Reveals hidden underground chamber, a personal design addition expanding on the original game mechanic.

 

Original game reference: 
elderscrolls.fandom.com/wiki/Wayshrines_(Dawnguard)

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Imperial Camping Tent, Inspired.

 

Imperial camping Tent. - Skyrim game inspired, asset re-creation.
I originally created this asset for a 2022 UE4 project, game environment re-creation – Septimus Signus outpost from The Elder Scrolls V: Skyrim.
Fast forward to today 2025 I re-visited this asset optimising and improving geometry and textures.
Geometry created in 3ds Max and Zbrush using a High to low baking workflow.
I built a tileable leather camping tent material in Substance designer, 

combining this in Painter with the bake and adding additional weathering and damage to the asset.

 

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Ham Radio, Hard Surface Game Prop.

Originally based on real-world photo reference, this asset was first created as one of the interactive radios featured in Fortnite: One Battle After Another, a project I contributed to while collaborating with Sawhorse Productions.
Following the game’s release, I revisited and refined the model, evolving it from a stylized in-game asset into a more realistic interpretation. The prop was built using a high-to-low poly workflow with PBR metallic/roughness texturing, ensuring accurate surface definition and physically grounded lighting response. Custom Material Instance parameters were implemented to allow independent control over emissive intensity and colour for both the dial interface text and the LED indicators, enhancing fidelity and flexibility in engine.
 

Software: 3ds Max, Substance, Unreal Engine.
Tris: 5.6k

 

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Sword, Game asset recreation. (Dawnbreaker)

 

Hard Surface Game Prop.
 

Originally created as a hero prop for my 2022 project Septimus Signus’ Outpost a Skyrim location recreation in Unreal Engine 4. 

The asset was modelled in 3ds Max using a high-to-low poly workflow and textured using the PBR Metallic/Roughness pipeline in Substance Painter.
For this 2025 showcase, I reworked the geometry and updated the textures, including a new handle wrap created in Substance Designer and refined in Substance Painter, where I added additional details such as emissive embers to the wrap. I also implemented a simple shader animation to visualise the weapon’s power source and simulated ember particle FX in Niagara to enhance the overall presentation.
The turntable sequence was assembled in DaVinci Resolve, and the still asset breakdown was composed in Photopea.

 

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