Computer Games

Connor Olohan

CGI colorful medieval village square with timber-framed buildings, market stalls, flags, and a well under a bright blue sky.

The central tower acts as a focal point for the main street view

I am a final‑year BA Computer Games Art student specialising in three‑dimensional environment and prop creation.

Proficient in Maya, ZBrush, Photoshop, Substance Painter, Substance Designer, and Unreal Engine, I create assets from rough block‑outs through sculpting, retopology, baking, texturing, lighting, and in‑engine optimisation.

My research-driven process begins with mood boards and thumbnail sketches to lock in a clear, strong early visual direction. I relish compact, detail‑centric briefs, hand‑crafted firearms, characterful melee weapons, treasure chests, weathered barrels, and other storytelling set‑dressings that reward close inspection.

Beyond bespoke hero pieces, I embrace production‑minded workflows for expansive scenes. I build modular kits, trim sheets, and smart materials that keep visual language cohesive, accelerate white‑boxing iterations, and preserve precious texture memory using clear naming conventions, structured hierarchies, and disciplined versioning.

I especially enjoy the sculpting stage of a project, when I create stylised details for a wide range of assets.

Whether refining a single prop or orchestrating a sweeping vista, my goal remains constant: communicate narrative through silhouette, shape, and shader; delight players with bold form language, tactile materials, and vibrant hues; and guarantee every vertex, polygon, and pixel earns its place in the final interactive experience across diverse game genres.


My project depicts a stylised, medieval-style diorama of a medieval streetscape, with its repeating timber-frame facades, plaster surfaces, cobblestone ground tiles, and foliage growing across walls and roofs.

 Props are scattered around the scene to develop storytelling, build on the abandoned narrative, and create an immersive atmosphere which helps break apart scene repetition.

This project was an ideal sandbox for refining my texturing, variation, and asset organisation skills. I established four criteria for success: sculpting quality, texture performance, modular kit composition, and time management, to assess whether a stylised medieval street diorama could meet professional standards.

The art style for this project relies on “chunky-but-soft” silhouettes, gentle edge highlights, and low-noise albedo maps. Because the surface language is simplified, every visible brushstroke or sculpt cut must be intentional, as poorly controlled tool marks are much more apparent than in photoreal assets. Achieving consistent softness becomes a benchmark for sculpting quality in the project.

Along with this high-contrast aesthetic, I focused on developing a modular workflow for the building assembly, employing bright colours to create a warm, vibrant, and busy scene that’s full of life.

CGI medieval village scene with timber-framed houses, cobblestone path, lush trees, and a bright blue sky.
CGI sunny courtyard with wooden tables and chairs, surrounded by colorful buildings. A cart and lush grass add charm to the cobblestone setting.
CGI colorful medieval-style market scene with vibrant stalls, a stone well, and cobblestone paths surrounded by flowers and greenery.
CGI stylized medieval village scene with a wooden door, stone steps, potted plants, and a lantern-lit street.
CGI medieval street scene with timber-framed buildings, colorful banners, and a cobblestone path, viewed from above.
CGI aerial view of a quaint, sunlit courtyard with timber-framed buildings, colorful awnings, and a small garden with tables and chairs.
CGI medieval village street with timber-framed buildings, lanterns, and lush greenery under a clear blue sky.
CGI colorful medieval village square with timber-framed buildings, market stalls, flags, and a well under a bright blue sky.
CGI medieval village scene with timber-framed houses, cobblestone path, lush trees, and a bright blue sky.
The townhall at the far end provides a background and closes off the street The courtyard next to the inn features tables and chairs that add storytelling The market stalls create a busy scene within open areas of the town A close-up shot of the main tower entrance A close-up shot of the bridge connecting the two towers that act as focal point for the scene A top-down view of the inn with the courtyard adjacent to the market An angled perspective of a shop towards the back of the scene that you don’t see from the main view A brief walkthrough of the town A brief walkthrough of the town, complete with block-out introduction