Stephen Scubelek 3D Artist | Real-Time Environment Art | Hard Surface Modeling | Unity & Unreal Engine

Stephen Scubelek

Real-time environment art and playable 3D worlds.

I create production-ready environments, assets, and interactive experiences in Unity and Unreal, including self-directed game development work like Boardcraft: Crokinole.

Production Archive

Professional Work

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.

9 public samples Full archive by request No image indexing requested
01 / 9

AC-130J Fuselage Model & Materials

02 / 9

C-146 Fuselage Model & Materials

03 / 9

Airfield Environment

04 / 9

Munitions Bay Environment

05 / 9

Modular Interior Assets

06 / 9

Mechanics Gloves

07 / 9

Heavy Duty Truck

08 / 9

Industrial Loader

09 / 9

Rugged Laptop

Full Archive

Complete Private Gallery

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

Student Work

01 / 3

Environment Challenge

ArtStation Space Opera Challenge

A cinematic environment-art challenge focused on large-scale composition, mood, set dressing, lighting, and final presentation.

2020

02 / 3

Modular Environment Study

CGMA Modular Environments

A modular interior environment study centered on reusable kit pieces, room composition, lighting passes, prop detail, and real-time scene assembly.

2019

03 / 3

Foliage Study

CGMA Vegetation and Plants for Games

A vegetation study covering plant modeling, material variation, foliage clusters, and natural scene composition for game-ready environments.

2019

Game Development

Boardcraft: Crokinole

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.

Boardcraft: Crokinole Overview

Customization System

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.

Variety and Detail

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.

Custom 3D/2D Physics Solution

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.

Boardcraft: Crokinole UI

Resume

One-page overview of production experience, tools, and selected game development work.

Open Resume