~ Senior Environment & Lighting Artist
~ 3D Modeler & Texture Artist
Volcanic Wasteland

As the sole artist on this environment, I led the creation of the Volcanic Wasteland set from concept through final implementation. Originally initiated in 2019 from concept art, the project was revisited and brought to completion many years later, making it one of my most rewarding pieces and by far my favorite to complete.
The environment features a vast, barren landscape anchored by a custom-built volcano, developed using a blend of photogrammetry and hand-sculpted rock assets. A large-scale lava flow spans the terrain, bridging the foreground action with the distant volcano and reinforcing the overall sense of scale.  I created custom textures and assets in Substance Painter and Photoshop for key surface materials, including active lava flows, hardened lava fields, craggy mountain ranges, and scorched terrain. To bring the environment to life, I implemented dynamic effects such as heat distortion shaders, smoking geysers, layered atmospheric fog, fire and eruptive volcanic plumes to bring the environment to life.  Multiple lighting scenarios were explored before settling on a hazy, overcast look that visually and tonally connects the region with the nearby Ash Village biome
Environment Development & Set Dressing
Led blocking, modeling, texturing, and set dressing for the entire environment
Modeled and textured a wide range of assets for the volcano and surrounding lava fields (mesa's, scree, lava field etc.)
~ Developed material sets for lava, cooled lava, and ash-covered terrain
Atmosphere & Volumetric Lighting
~ Developed the atmospheric and lighting for a few different options for this biome, including a high-intensity volcanic (orange/red) look
~ Integrated practical lighting with volumetric effects to recreate the mood conveyed in the concept art
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Created and implemented VFX elements including heat distortion, geysers, atmospheric fog, and volcanic plumes

Concept Art by Dylan Cole

Ash Village

Following the Volcanic Wasteland biome, I led the development of Ash Village from pre-vis through final, overseeing the full environment development pipeline. Guided by concept art, I shaped and dressed the barren landscape matching the same vibe as the volcanic wasteland and designed the key elements that define the mood and story of this biome.  
The environment centers around the burnt HomeTree fortress, surrounded by a forest of dead and scorched trees. Through set dressing and composition, I focused on conveying the aftermath of destruction, using environmental storytelling to define the mood and history.  I also developed atmospheric and ambient effects, including drifting ash, dust, hazy fog, and interior fire FX to reinforce the tone. Lighting and atmosphere were carefully tuned across the wasteland sets to ensure cohesion and readability.
In addition to the exterior environment, I built out key interior spaces within the village as well, modeling, texturing, and placing tents, props, and other handcrafted assets to bring the settlement to life.
Environment Development & Set Dressing
~ Led blocking, modeling, texturing, and set dressing of the Ash Village environment
~ Modeled the central burnt HomeTree fortress and surrounding dead forest
~ Developed material sets for the ash-covered terrain and various layers of burnt bark and ash for the HomeTree
Atmosphere & Lighting
~ Developed and refined lighting and atmospheric direction across all wasteland environments
~ Created ambient FX including drifting ash, dust, fog, and interior fire elements
~ Balanced mood and clarity to support both storytelling and visual readability
Interior Development
~ Modeled, textured, and placed tents, props, and handcrafted assets used to populate the inner settlement (chimes, totems, baskets, firepits, etc.)
~ Built and dressed interior spaces to support scale and lived-in detail
Concept Art
Concept Art
Concept Art Illustrated by Steve Messing
Concept Art Illustrated by Steve Messing
Varang's Yurt - Interior
For the interior of Varang’s Yurt, I developed a character-driven environment that balanced intimate spatial design with atmospheric depth and cinematic lighting. The sequence required careful control of mood, volumetrics, and hero lighting to support key narrative performances from Varang and Quaritch for the scene.
Environment Development & Set Dressing
~ Led blocking, modeling, texturing, and dressing of the yurt, including the bamboo framing, fabric, and bindings
~ Modeled, textured, and dressed a wide range of props distributed throughout the interior of the yurt including furniture, totems and hanging props 
~ Designed the interior to support both environmental storytelling and performance-driven camera work needed for the tight quarters
Atmosphere & Volumetric Lighting
~ Developed the atmospheric lighting for the interior, including the god rays coming through the overhead opening, haze, firelight interaction, and layered smoke elements
~ Integrated practical light sources with volumetric effects to maintain visual clarity while reinforcing mood and scale for the base lighting
Hero & Character Lighting
~ Created multiple hero and reverse lighting setups for Quaritch and Varang, shaping key, rim, and fill relationships to fill to define silhouette and performances
~ Balanced character lighting with environmental sources to ensure cohesion between practical firelight and cinematic shaping
Windtrader Gondola Caravan & Environments

For the Windtrader Gondolas sequence, I contributed across hard-surface development, environmental detailing, and organic character surface design.  I helped out on the iteration of the gondola structures, built and dressed props throughout, and refined rope and rigging systems to achieve functional realism.  I also developed supporting environments along the caravan's path and contributed to the Medusoid design, helping define its translucent material qualities.  The work balanced large-scale forms with intricate rigging and organic elements to maintain cohesion withing the world of Pandora.  

This included building out a few of the environments that the caravan traveled through, refining and rebuilding many different iterations of the gondola's structure, building and dressing all props, fine tuning all ropes and rigging and help in creating the textures for the medusoid. The work required balancing large-scale architectural forms with intricate rope systems and translucent organic elements to maintain cohesion within the world of Pandora.


Environment Development & Set Dressing
~ Had a hand in building out a few of the environments that the caravan travels through, refining vegetation, rock formations, and bioluminescent elements
~ Set dressing trees, rock faces, the rivers and the bioluminescent network

Windtrader Gondola Caravan

~ Helped model and texture multiple sections and design iterations of the Windtrader Gondolas, refining their structural language and look
~ Modeled, textured, and dressed a wide range of props distributed throughout the gondolas’ various levels, enhancing environmental storytelling and lived-in authenticity
~ Fine-tuned and detailed all rigging systems, netting, rope work, and tie-down elements, ensuring functional believability and layered realism

Medusoid 

~ Contributed to the Medusoid character model, assisting in design development and helping establish their distinctive translucent surface texture and material
Concept Art Illustrated by Steve Messing
Concept Art Illustrated by Steve Messing
Concept Art Illustrated by Dylan Cole
Concept Art Illustrated by Dylan Cole
Concept Art Illustrated by Dylan Cole
Concept Art Illustrated by Dylan Cole
Concept Art Illustrated by Dylan Cole
Concept Art Illustrated by Dylan Cole
Bioluminescent Swamp 
For the Bioluminescent Swamp biome, I developed a moody, immersive environment defined by reactive lighting, layered fog, and dense vegetation and vines. Early in development, the biome had two distinct sections, including a large needle-like cypress knee swamp that helped extend the gloomy set .  The environment features a murky water surface with submerged layers of mossy vines embedded with an emissive bioluminescent texture. These elements were designed to react dynamically to character movement, creating the aura and glowing trails as the kids pass through the swamp.
Environment Development & Dressing
~ Led blocking, modeling, texturing, and dressing of the bioluminescent swamp environment
~ Built a full needle-swamp variation as a conceptual extension of the biome
Atmosphere, Lighting & Water
~ Developed the atmosphere and lighting, shaping volumetric depth, mist, and reflective water surfaces
~ Worked on the water to create a murky surface that was also reflective to the bioluminescent seaweed across the swamp
Reactive Bioluminescence
~ Created the reactive bioluminescent trails along the characters path through the swamp
~ Tuned glow, intensity, and interaction to respond to character movement
Concept Art
Concept Art
Coastal Hometree Tribe Environment & Lighting

For the Coastal Hometree Tribe environment, I helped develop a large-scale organic set that blended coastal geography, sacred architecture, and layered atmospheric depth. This was a quick environment built for this one shot that incorporated a few sparse massive HomeTrees standing out among a much larger dense forest of trees near the coast.  
Environment Development & Worldbuilding
~ Led blocking, modeling, texturing, and set dressing of the entire coastal environment, establishing terrain flow, shoreline composition, and valley depth
~ Designed environmental forms to support the sweeping wide shot of the environment
Hometree Construction & Set Dressing
~ Built and dressed the primary Hometrees, refining their structural silhouettes and integrating lived-in tribal elements throughout the canopy and base
~ Ensured cohesion between organic growth patterns and functional habitation spaces
Atmosphere, Lighting & Water Systems
~ Developed the lighting and atmosphere, shaping volumetric depth, coastal haze, and tonal contrast as the sun sets
~ Integrated both the coastal shoreline and an interconnected river system flowing through the lower valley
Metkayina Commons Mauri

For the Metkayina Commons Mauri, I contributed to the development of the culturally significant communal space, balancing vibrant textile design with organic structural forms and layered village detailing. The work focused on creating a lived-in, functional gathering area that felt both ceremonial and grounded within the coastal ecosystem.  In addition to building and refining the bamboo framing, fabric and structure of the Commons pavilion, I was also responsible for dressing the roots and environment and building out the props used to fill the space. 
Environment Development & Set Dressing
~ Led modeling, texturing, and dressing of the Commons Mauri environment, including roots and foliage 
~ Ensured continuity between the commons area and the surrounding village architecture.
Textile Design & Iteration
~ Modeled and textured multiple iterations of the Mauri’s colorful fabric, bamboo and canopy coverings, refining pattern, translucency, and materials to match concept art
~ Modeled and refined walkway design
Prop Integration & Detail Work
~ Modeled, textured, and dressed a wide range of village and commons props
~ Fine-tuned all netting systems, rope assemblies, and tie-down elements
Metkayina Island Beach

For these sequences, I contributed to the development of a coastal island beach environment just outside of Metkayina village.  This was initially just a vacant island, but I developed it even more to include sparkle sand, polyps, and fragments of the outer seawall to build it out and create a fun space to get away from the main village.   
Environment Development & Dressing
~ Led blocking, modeling, and texturing of the main beach area, reshaping the island for a more dynamic look 
~ Dressed the environment with grasses, props and set elements to support visual storytelling
Lighting & Atmosphere
~ Developed the initial night lighting setup, atmosphere, fog elements and bioluminescence for these scenes
Toruk Makto Cave

For the Toruk Makto Cave sequence, I built and developed a series of connected environments, spanning the exterior climb to the cave interior. For the ascent, I blocked and reshaped the floating beanstalk vine to align precisely with Jake’s climbing animation, ensuring accurate contact points and traversal.  I then dressed the vine, surrounding islands, and rock formations leading up to the cave entrance, then transitioned to the interior, where I refined the space with bone debris and volumetric fog to enhance depth and atmosphere. Additional background floating islands were created and dressed to support scale and composition.

Environment Development & Dressing
~ Modeled and reshaped the floating beanstalk vine and islands to match character animation and interaction
~ Dressed vines, rock formations, and cave interior with foliage and bone elements
~ Built and populated background floating islands to reinforce scale and visual continuity


Lighting & Atmosphere
~ Developed the initial lighting setup, atmosphere, and fog and cloud elements to establish mood
The Spirit Tree

For the Spirit Tree sequences, I contributed to the lighting, atmosphere, and water development of one of the film’s most spiritually significant environments. The work focused on help refining the bioluminescent and translucent qualities of the Spirit Tree’s fronds, stems, and crown.  I also adjusted water volume settings to improve visibility and depth for both above and below the surface scenes, and refined frond placement and texture to align with live-action interaction across shots.

Atmosphere, Lighting & Water Integration
~ Developed lighting and atmospheric setups across multiple Spirit Tree sequences
~ Integrated and refined water interaction and emissive elements, ensuring cohesion between illumination, surface response, and environmental movement

Bioluminescent Surface Development
~ Contributed to the texturing and placement of the Spirit Tree’s bioluminescent fronds, stems, and ribbon-like structures, establishing density, and glow variation
~ Tuned emissive intensity, density, and material response
Root Run

Root Run was a series of massive intertwining root sets that were built to create the environment for the Kiri and Spiders chase sequence.  The main roots were adjusted to match the live action placement as they ran across the roots at high speed.  The roots were then dressed, and hanging vines were added to create obstacles along the way.

Environment Development & Dressing
~ Modeled and reshaped the roots along the path to match character animation and interaction
~ Dressed vines, trees and roots with foliage and detail
Lighting & Atmosphere
~ Developed the initial lighting setup, atmosphere, and fog to establish mood
Bridgehead City

Bridgehead City is a large-scale, multi-sequence environment spanning several key narrative moments across the film. I contributed across environment development, set dressing, lighting, and optimization, helping build out multiple districts and supporting set pieces within one of the production’s most complex and technically demanding locations. My work focused on environment design, maintaining visual continuity, supporting story-driven staging, and ensuring performance across a heavily featured, high-density environment.


Environment Development & Dressing
~ Led blocking, modeling, texturing, and dressing across multiple sections of Bridgehead City
~ Contributed to the design and development of key areas including the Outer wall and main gates, refinery, dockyards, Jake’s capture sequence, and Varang’s village across multiple scenes
~ Modeled, textured, and placed a wide range of hard-surface assets defining the city’s industrial complexes
~ Supported optimization of environment and lighting across all Bridgehead City sequences, one of the film’s heaviest and most complex sets
Lighting & Atmosphere
~ Developed initial lighting and atmospheric setups for multiple areas of Bridgehead City
Dogfight Chase & the Keyhole
For the Dogfight Chase & The Keyhole sequence, I developed a high-speed, spatially complex environment designed to support dynamic aerial choreography and precise camera navigation from the live action. The work required balancing large-scale readability with tightly constrained flight paths to maintain tension and clarity throughout the pursuit. Those areas were then dressed up and filled in to create the tight corridors along the flight.
Environment Development & Layout
~ Led blocking, modeling, texturing, and dressing of the Dogfight Chase environment, establishing scale, depth, and navigational logic for the aerial sequence
~ Designed environmental composition to support rapid movement while preserving visual coherence across wide and tight camera angles.
Hero Structures & Flight Path Design
~ Modeled and strategically placed the hero pipe systems and structural elements along the full flight path
~ Developed the tight corridor “Keyhole” escape passage, ensuring spatial precision and silhouette clarity as Neytiri navigates through the confined opening
~ Structuring out each pipe and building asset so that it could be hidden for camera when needed
Atmosphere & Lighting
~ Created the atmospheric treatment and lighting, enhancing depth perception, motion energy, and dramatic contrast during the chase sequence
~ Balanced volumetrics and practical light sources to maintain visibility and cinematic tension at high speed
Jake's Escape

For the Jake’s Escape sequence, I contributed to the environmental storytelling and hero asset development that supported a tense, character-driven moment within the film. The work focused on reinforcing confinement, material realism, and visual continuity within the surrounding city.
Environment Dressing
~ Dressed the Jake’s Escape environment with buildings and other props to fill it in
~ Integrated layered set elements to reinforce a sense of containment and industrial functionality
Hero Asset Development
~ Modeled and textured the hero containment cage in which Jake is imprisoned
~ Built the hero and damaged versions that were both structured out for easy separation and animation purposes

~ Embedded subtle personalized detailing within the texture work of the cage
SeaDragon Destruction - Final Battle Sequence

For the climactic end battle sequence, I contributed across large-scale environmental worldbuilding and complex hard surface hero asset destruction. The sequence centered around the Flux Devil encounter, requiring a seamless integration of natural terrain, industrial ship design, and high-impact destruction systems.
I was responsible for developing the damaged versions of the SeaDragon and Dragon ships used during the crash sequence, including the creation of the initial impact hole, multi-floor penetration damage, and supporting debris. For the Flux Vortex destruction, I further broke down and modularized the SeaDragon into simulation-ready components, allowing for more efficient and controllable destruction workflows.

Environment & Organic Worldbuilding
~ Helped block out, model, texture, and dress the primary battle environment
~ Developed the surrounding floating mountain and island formations to establish scale, depth, and visual readability during the dynamic action beats
~ Supported environment, ship and lighting optimization to maintain performance during heavy FX sequences


Hard-Surface Vehicles & Hero Assets
~ Modeled, textured, and dressed multiple ships, including factory vessels, Matadors, and Picadors, delivering both intact and damaged variants to support story progression
~ Developed the hero SeaDragon crash site
~ Broke down and modularized the hero SeaDragon asset into simulation-ready sections to support flux FX and destruction workflows


Atmosphere & Lighting
~ Added fire, fog, and atmospheric elements to the wrecked SeaDragon and surrounding debris across multiple shots 
~ Refined Flux Vortex placement and textural behavior to support readability and scale during the destruction beats
The Spirit World - The Ancestral Tree

For the end sequence in the Spiritual World, I was responsible for dressing the environment and Ancestral Tree as well as reshaping the core helix and columns of tree to match the concept art.  
Environment Dressing
~ Refined the pillars and central core of the Tree to match concept art
~ Dressed the environment and the Ancestral Tree with foliage and vines
~ Adjusted the terrain to intergrade with the Navi crowd and the central core helix of the Tree
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