Student Work Showcase
Take a sneak peek below at our soon to be graduates works prior to degree show! Bookmark this page!
Need to get further in contact with a student? Email our Course Leader
Want to see more work from our previous graduates? Follow us on our DMU Artstation!
Student demo showreel of 2025 coming soon!

Technical Artist
Amiko Howell
My focus this year has been on developing my scripting and procedural skills with an emphasis on making powerful yet easy-to-use tools for developers.
For part of my FMP I taught myself the basics of Python scripting in the Unreal Editor. It has been incredibly satisfying to see the time that can be saved with the right pipeline tools.
I also created a modular corridor generator using Houdini. This was by far the most complex and multi-faceted project I have worked on (so far...) and I'm eager to expand even further on what I've learned.
My Work:

Procedural Corridor Tool

Houdini Tool for Unreal Engine

Character Artist
Amberly Paulson
I specialise in creating stylised creatures and characters inspired by various nostalgic fantasy Blizzard games such as World of Warcraft. I focus on sculpting strong forms, surface details and proportions to match my inspirations whilst still applying my own artistic stylisation. My creatures are optimised for current generation game platforms alongside fully supporting rigging. I have rigging experience and put careful consideration into deformation loops so my meshes can be easily implemented into engine.
I can work from concept however I frequently design and paint my own designs based on my research and inspirations. I enjoy creating a variety of creature designs.
My Work:

Warcraft Creature - StegoRaptor

Cat Mount

Environment Artist
Arthur Elvy-Owen
I enjoy creating environmental art and procedural technical art. My versatile toolset allows me to tackle large scale environments with attention detail and speed whilst still implementing a dynamic narrative through cinematic storytelling. I enjoy creating complex compositions that unravel my narrative.
My tools are designed to speed up and enrich the creation of overgrown, story-driven environments both for my own concepts and industry projects. I am particularly inspired by the Little Nightmares games series, drawing from this style into my projects. I have explored a variety of styles to maximise the technical potential of Unreal Engine 5, taking full advantage of technologies such as Lumen, Nanite and level loading.
My Work:

Procedural Building and Tree Tool

Come Closer (Toy Makers Desk)

Environment Artist
Charlotte Dixon
I love bringing my levels to life by telling the environment’s story through the little details, and giving my scenes their own unique personality using colour, light and atmosphere.
I believe that an environment should be an extension of those who inhabit it, and that it can be just as much of its own character, so I strive to combine this with strong visual appeal and artistic direction.
I have a love for every part of the creation process, from modelling props and modular kits, to adding nuance through detailed texturing, to set dressing and composition; communicating the environment’s past and present stories, no matter how small.
My Work:

Cyberpunk Street

Wide Shot

Environment Artist
Ciaran Lennon
I'm confident in creating real time environment art scenes full of high detail vegetation, modular building and most importantly narrative. I employ a variety of techniques to create versatile assets for filling a real time scene without losing performance.
Whilst I can work from concept and create from reference, I can also paint my own concepts to visualise my narratives.
My work is highly reflective of my inspirations from other industry pieces and contextual research into real-time locations.
My Work:

Times Passed

Close Up Shot

Character Artist
Cristina Ji
I'm experienced in creating stylised characters using detailed hand painted techniques. I utilise Zbrush for creating high quality sculpts which I can paint stylised values follow retopology. My characters are optimised for real-time games and support rigging.
I can work create from concept however I also frequently design and paint my own designs, my primary inspiration drawing from industry standard titles such as Genshin Impact.
My work is highly reflective of my inspirations from other industry pieces and contextual research into different styles of clothing and value patterns. I have also worked as a 3D Art intern at Warner Bros Studio.
My Work:

Final Major Project Character

Whimsical Wanderer

Character Artist
Daria Morar
I specialise in creating realistic game ready characters for real-time 3D games. My research driven techniques result in detail driven sculpts with high attention towards fabric construction.
I enjoy pushing the bounds of technology, recently employing photogrammetry to help push micro details.I can work from both from my own concepts and provided industry briefs.
My past projects have helped build a narrative driven approach to bring life into my characters from sculpting to texturing to engine.
My Work:

Alien Infected Captain

Full Body Shot

Environment Artist
David Ji
I'm confident in creating stylised environments that offer whimsical wonder and player driven storytelling.
I employ a variety of techniques to get the most out of my modular props, buildings and foliage through complex shaders.
My modular kits are highly scalable and can build a robust, narrative driven space easily through integration with PCGS.
My scene also supports multiple lighting scenarios with smooth transitions between varying times of day.
My Work:

Armonía Village

Tower Shot

Environment Artist
Emily Sullivan
I enjoy creating hand sculpted environments that explore inspirations of steampunk, sea faring adventure and animated films. I utilise unique low poly optimised prop work, modular kits, trim sheets and decals to help build a robust but easily scalable environment. Through thorough iterations I place narrative wear and tear on props to build player interest without taking away from overarching scene value and composition.
By sculpting in Zbrush and retopologising my meshes to low poly assets, I can define strong shape design reflective of my industry inspiration: the Dishonoured series and Sea of Thieves. However, I have my own style to help ground asset values within my world to help push my adventurous out of planet narrative.
My Work:

Steampunk Space Ship

Close Up

Character Artist
Finn Moffat
I am highly specialised in creating both realistic and semi stylised characters for real-time games. Through meticulous research I craft narrative driven sculpts with realistic wear and tear that I then translate into clean baked topology.
I conduct a lot of research to ensure my material read is as close to concept as possible and my retop follows good deformation loops on areas such as the hands, face and limbs. I can work from concept or from my own designs. My projects showcase a range of characters from different backgrounds, I enjoy pushing the limits of what I can create.
My Work:

Apocalypse

Rat Catcher

Environment Artist
Harry Middleton
My skillset is highly specialised in creating real-time environment scenes full of interactive, highly modular and unique set dressing detail for Unreal Engine. Using a variety of software, I can model hard surface surfaces, snappable modular kits and employ specialised shaders to create live emissive screens. I have also explored adding audio inside my level to create a more immersive experience for players. My models support animations, and all lighting is optimised for current generation specs.
I have worked from concept however enjoy crafting my own designs from both game and film inspirations. My most recent projects drawing from dystopian retro futuristic themes found in the Fallout series, Prey, Bioshock Infinite combined with artistic horror of the classic Alien movies.
My Work:

AEGIS Bunker

Close Up Shot

Environment Artist
Hiren Simmonite
I enjoy creating dark fantasy environments inspired by the Souls series and old medieval influence. Narrative storytelling is key when designing my prop work as I employ a consistent theme throughout my levels to buildup player expectations.
I use a variety of software to create dynamic modular kits to create furniture, walls, and prop work on highly optimised texture atlases. Furthermore, to keep consistency in values I create reusable trim sheets for materials such as wood and stone detailing around my scene. Through animated and dynamic shaders, I have applied surface wear to modular elements, painted vertex damage into my scene and applied a flickering candlelight.
My Work:

Banquet Hall

Close Up Shot

Environment Artist
Jordan Griffiths
I have experience creating a variety of hard surface and stylised environments. I enjoy tackling challenges and pay great attention to detail.
I have worked both from concept and with my own designs, delivering optimised results that read well. Through inspiration and research of concurrent game technologies I work to ensure my meshes are most efficient as possible in terms of texturing.
I have many transferrable skills for lighting my prop work and building an interesting narrative set dressing atmosphere around my dioramas.
My Work:

Cloud Imperium Light Rig

Close Up

Character Artist
Joseph Lord
My passion lies in creating high detail sculpted characters full of storytelling detail. My research leads to fine micro texture details when creating fabric folds, leathers, chainmail and so much more. Overall I can use a wide variety of software to create my models such as Zbrush, Maya, Substance Painter and Marmoset Toolbag.
I enjoy studying many industry inspirations to help improve my characters both from concept and my own adapted designs, putting focus on every element possible – down to the eyes.
I enjoy pushing the bounds of narrative which leads me to do a lot of exploration with various clothing styles of times past. My work provides a window into the past lives of characters from all over the world.
My Work:

Rogue

Last of Us Inspired Character

Environment Artist
Kelsey Singleton
I am highly specialised in creating immersive narrative spaces full of supernatural influence. My models are composed of modular set dressing, modular structural kits, and unique hero assets.
I use industry standard practices to ensure my models are optimised for current generation game specifications without compromising on detail.
I enjoy working from my concepts however I have experience working from industry standard briefs in the past. I enjoy creating painting stories within my spaces, allowing players to unravel spaces at their own pace.
My Work:

Hunters Lodge

Close Up

Environment Artist
Louise Lai
I enjoy detailing my scene full of real-life art deco inspirations. I have used modular kits, reusable prop work for general set dressing and budged unique highly detailed machinery such as the vintage 1920 Snider Milano espresso machine on more focal countertop areas.
My work is full of a vast amount of research for historical accuracy as I enjoy bringing the past to the present in my scenes.
My transferrable skills lay in a variety of hard surface modelling, sculpting to low poly workflows and foliage. For maintaining good texel density I have employed the use of both TRIM sheets and tileable textures.
My Work:

Cafe Pivoine

Counter Shot

Character Artist
Marcel Zawadzki
I am highly specialised in creating full game ready realistic characters for Unreal Engine 5.
My most recent piece, T'apa has helped me expand on the Oni Demon theme, pushing my anatomical knowledge to explore forms beyond the conventional while preserving a grounded, realistic aesthetic.
The design draws strong inspiration from the latest Nosferatu film, particularly in the facial structure—most notably around the cheekbones. My work provides an accurate depiction of the concept art however I can also create my own character concepts.
My Work:

T'apa, the 4th Baku Warrior

Makenna - Keeper of Celestial Rings

Environment Artist
Petros Petrides
I am a 3D Environment and Prop Artist specialising in creating narratively woven realistic and semi-stylised game assets. My workflows are highly specialised to creating high-quality, optimised, and visually compelling game assets using industry-standard tools and workflows.
I frequently work from reference from my favourite film franchises, providing a new angle and interpretation into an interactable Unreal Engine scene.
I have also worked as a 3D Artist on the Armor Attack series by KEK Entertainment.
My Work:

2001: A Space Odyssey Environment

Game Ready Modular Scene

Character Artist
Ruth Hobbs
I am a both a 3D artist and freelance illustrator with a passion for creating bespoke characters. I enjoy weaving a deeper narrative into my designs and developing my sculpts around unique forms.
I have experience with hard surface modelling, organic sculpting, optimised retopology and rigging.
All my models are made with current generation game specifications and support a wide range of animations.
My initial inspirations draw from many stylised movies and games series which I then adapt to work with my brief.
My Work:

Inkjet Robot

Fantasy Train Conductor

Character Artist
Saloni Kolakkar
I am quite experienced in creating a variety of complex characters including full hair grooms. I enjoy challenging concepts and can work from both provided briefs and my own illustrations. My characters are designed to fully support rigging by use of deformation loops and folds.
I can create dynamic game ready hair using industry workflows for Unreal Engine 5. My inspirations draw from actors from my favourite shows and movies as I can conduct lots of research to create realistic results.
My workflows utilise Zbrush, 3DSMax, Maya, and Substance Painter however I enjoy pushing the limits in what I can do.
My Work:

Hair Industry Brief

Front Shot

Character Artist
Scarlett (Fennel) Hillyer
For my FMP, I wanted to have a lot of fun with character design and shapes, so I came up with my sci-fi delivery girl!
I have always been fond of stylised games which reflects highly in design and values of my work.
I have been doing other concept art projects in my free time to gain more experience and push my skills.
While working on my final project, I got to learn a lot of new techniques and tried to push my knowledge further with modelling elements like braids and mechanical parts.
My Work:

Galactic 2 Go Character

My Concept Art

Character Artist
Sean Hardman
I am a specialised stylised character artist who enjoys creating visually distinct characters using hand painted textures. I use Zbrush for creating high quality sculpts which I can paint stylised values follow retopology.
My characters are optimised for real-time games and support rigging. I work from concept however can create my own designs if needed.
My initial inspirations draw from many stylised game titles such as classics: Jet Set Radio series. I enjoy applying fun shapes and values to make my characters pop out with painted shading techniques whilst still being faithful to my provided concept art.
My Work:

Biker

Croaks!

Character Artist
Teodora Minetos
I am an enthusiastic stylised character artist who can translate a wide variety of character designs into 3D.
My workflows use industry standard practices to create high quality sculpts which are refined and further pushed in engine using custom shaders. I can work both from concept and my own designs.
I conduct large amounts of research to ensure surface PBR values correspond correctly to concept and help develop my characters narrative. My characters are optimised for real-time games and fully support rigging/posing as needed. I enjoy tackling complex characters to help expand my modelling and texturing skillset.
My Work:

Pioneer

Old Jack

Technical Artist
Yash Patel
I am a passionate technical artist with a variety of experience creating tons of engine shaders, Houdini VFX particle simulations and robust UE tools.
I frequently help out my classmates with developing custom tools, shaders, and effects for their projects to help ensure the highest quality outcome.
I enjoy a challenge and frequently explore new workflows and methods to create unique post process effects or physics-based destruction events for real-time games. My projects provide full video documentation and are optimized for clean runtime alongside being well organised/commented.
My Work:

Houdini Explosion VFX
