Environment Challenge
ArtStation Space Opera Challenge
A cinematic environment-art challenge focused on large-scale composition, mood, set dressing, lighting, and final presentation.
2020
Stephen Scubelek
I create production-ready environments, assets, and interactive experiences in Unity and Unreal, including self-directed game development work like Boardcraft: Crokinole.
Production Archive
A focused public sample of production artwork spanning real-time environments, hard-surface assets, props, materials, and presentation renders. The full professional archive remains available through private review.
Full Archive
The complete private gallery includes 100 production pieces across aircraft, environments, vehicles, ground equipment, props, and integral components. Send a brief viewing request and I will respond with access as quickly as possible.
Student Archive
Environment Challenge
A cinematic environment-art challenge focused on large-scale composition, mood, set dressing, lighting, and final presentation.
2020
Modular Environment Study
A modular interior environment study centered on reusable kit pieces, room composition, lighting passes, prop detail, and real-time scene assembly.
2019
Foliage Study
A vegetation study covering plant modeling, material variation, foliage clusters, and natural scene composition for game-ready environments.
2019
Game Development
A full digital Crokinole game built around tactile disc control, precise physics, handcrafted board customization, and polished online play. The project spans gameplay engineering, harmonized multiplayer physics, material-driven board identity, UI direction, lighting, capture, and Steam-ready presentation.
A workshop-style board builder for choosing finishes, disc sets, materials, and presentation details. Designed around Crokinole's handcrafted feel, so the player's setup reads like a personal board, not a generic skin swap.
A collection-focused material system built to give boards and discs distinct identities at gameplay distance and in close-up capture. Wood grain, marble, resin, color, and disc finish all work together to make each setup feel authored and collectible.
A custom disc physics model built for Crokinole's weird little demands: physical collisions, readable shots, clean settling, hole behavior, ditch handling, and network-friendly board state. The goal was a game that feels physical without letting Unity physics become the final boss.
One-page overview of production experience, tools, and selected game development work.
Open Resume