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Andrea Massa
Andrea Massa
Senior Level Artist / Environment Artist
Barcelona, Spain

Summary

Senior Level Artist and Environment Artist with 10+ years of experience specialized in crafting immersive stylized worlds, developing efficient modular workflows, and executing high-fidelity level art within Unreal Engine.

Proven expertise in bridging the gap between gameplay and art by transforming raw level design blockouts into visually compelling, readable, and gameplay-supportive environments.

Expert at defining environmental storytelling, establishing strong compositions and player-guiding landmarks, documenting production pipelines, and mentoring junior artists.

Experienced across indie, AA, and AAA PC/console productions with a strong focus on balancing artistic vision with real-time performance constraints.

🌍 Based in Europe. Open to remote or hybrid Level and Environment Art roles.

📄 Resume: https://drive.google.com/file/d/1WhJ0AmGFZPwj66Mmyl7WnobMzgDaGGaL/view

🖼️ Environment Art Portfolio: https://www.artstation.com/andrea-massa

🧩 Level Design Portfolio: https://www.artstation.com/andrea-massa-ld

🎮 Credits: https://www.mobygames.com/person/554772/andrea-massa/credits/sort:date/

Skills

3D ModelingSculptingRetopologyUV MappingTexture BakingTexturingPBR TexturingHand Painted TexturingShadersProp ModelingEnvironment ModelingEnvironment DesignWorld BuildingSet DressingLevel DesignLightingGame Development

Software proficiency

Unreal Engine
Unreal Engine
Unity
Unity
Maya
Maya
3ds Max
3ds Max
Blender
Blender
ZBrush
ZBrush
Photoshop
Photoshop
Substance 3D Painter
Substance 3D Painter
Substance 3D Designer
Substance 3D Designer
PureRef
PureRef

Productions

    • Video Game
      Pandora Research Facility
    • Year
      2025
    • Role
      Level Designer
    • Company
      Andrea Massa
    • Video Game
      South of Midnight
    • Year
      2025
    • Role
      Cinematic Level Artist
    • Company
      Compulsion Games
    • Video Game
      Canceled MMORPG
    • Year
      2023
    • Role
      Lead Environment Artist
    • Company
      Omnidrone
    • Video Game
      Canceled RPG
    • Year
      2021
    • Role
      Lead Environment Artist
    • Company
      Omnidrone
    • Video Game
      Shuttle Commander VR
    • Year
      2019
    • Role
      Senior Environment Artist
    • Company
      Immersive VR Education
    • Video Game
      Another Sight
    • Year
      2018
    • Role
      Level Designer / Senior Environment Artist
    • Company
      Lunar Great Wall Studios
    • Video Game
      Ride
    • Year
      2015
    • Role
      Environment Artist
    • Company
      Milestone
    • Video Game
      MXGP PS4
    • Year
      2014
    • Role
      Environment Artist
    • Company
      Milestone
    • Video Game
      MotoGP 14
    • Year
      2014
    • Role
      Environment Artist
    • Company
      Milestone
    • Video Game
      MXGP
    • Year
      2014
    • Role
      Environment Artist
    • Company
      Milestone
    • Video Game
      Julia - Innocent Eyes
    • Year
      2009
    • Role
      Level Designer / Environment Artist
    • Company
      Artematica Entertainment
    • Video Game
      Diabolik - The Original Sin
    • Year
      2008
    • Role
      Level Designer / Environment Artist
    • Company
      Artematica Entertainment

Experience

  • Level Designer at Independent Production
    Barcelona, ES
    June 2024 - June 2025

    ▪ Designed and fully implemented "Pandora Research Facility", a 3+ hour open-world exploration level in Unreal Engine 5, integrating quest systems, environmental storytelling, and systemic world-state changes.

    ▪ Built a 4-biome non-linear level featuring traversal gating, puzzle-based progression, stealth sections and optional discovery loops rewarding environmental observation and player curiosity.

    ▪ Architected and implemented 60+ interconnected quests and branching NPC dialogue systems using Blueprint scripting and a custom Advanced Quest framework.

    ▪ Designed a dynamic ecosystem mechanic where player-driven plant research gradually transforms a desert hub into a living oasis, visually reflecting progression and reinforcing narrative themes.

    ▪ Developed gameplay systems including teleport network, traversal boosts, plant analysis devices, multi-stage Stargate puzzle chain, and modular quest-driven event logic.

    ▪ Created modular environment kits and gameplay-ready assets; organized production pipeline with structured naming conventions and reusable Blueprint systems.

    ▪ Collaborated closely with the Advanced Quest plugin developer to extend functionality, debug edge cases, and implement feature improvements.

  • Cinematic Level Artist at Compulsion Games (Agora Studio)
    Montreal (working remotely), CA
    August 2023 - December 2023

    ▪ Created cinematic environments and hero props for South of Midnight (Xbox Series X|S/PC) in Unreal Engine 4.

    ▪ Modeled, textured & integrated bespoke assets for in-game cutscenes, from blockout through final engine implementation.

    ▪ Collaborated with environment, lighting, animation, and narrative teams to align visual storytelling with cinematic direction.

    ▪ Contributed to asset reviews and iteration cycles under production deadlines within a distributed Montreal–Europe pipeline.

  • Lead Environment Artist at Omnidrone
    Barcelona, ES
    June 2020 - December 2022

    ▪ Co-led and scaled a 10-person environment team across two live-service Unity projects (mobile RPG and cross-platform MMORPG).

    ▪ Designed and formalized environment production pipelines, including asset naming conventions, validation standards, and a 200+ page workflow documentation used internally and by external vendors.

    ▪ Spearheaded development of custom tooling in collaboration with Technical Art, including automated asset validation in Maya and Unity import/prefab generation systems to reduce errors and streamline production.

    ▪ Directed outsourcing workflows across multiple external studios, defining content briefs, quality benchmarks, and overseeing asset review and engine integration.

    ▪ Built and optimized 30+ stylized environments using modular biome kits and trim-sheet workflows, reducing material count and draw calls for mobile performance targets.

    ▪ Transitioned into hands-on level building for an MMORPG project, collaborating with Level Designers to shape terrain, lighting, readability, and points of interest across large open zones.

    ▪ Prototyped terrain and river tools, defining system requirements and collaborating with Tech Art on stylized water shaders.

    ▪ Mentored junior artists, contributing to three internal promotions and elevating department-wide production standards.

  • Senior Environment Artist at Immersive VR Education
    Waterford, IE
    March 2019 - October 2019

    ▪ Developed VR-ready environments and hero assets for Shuttle Commander VR (PS4/PS5/Meta Quest) in Unity.

    ▪ Modeled and textured the Hubble Space Telescope and 10+ scientific modules under tight production timelines, balancing visual fidelity with VR performance constraints.

    ▪ Optimized assets and materials to maintain VR frame stability, reducing draw calls across platforms.

    ▪ Built and dressed the Space Shuttle landing level, integrating interactive features with engineering and tech art.

    ▪ Mentored junior artists and introduced streamlined Substance-based material workflows to accelerate asset production.

  • Level Designer and Senior Environment Artist at Lunar Great Wall Studios
    Milan, IT
    September 2015 - December 2018

    ▪ Designed and built the playable prototype for Another Sight in Unreal Engine 4, owning level layout, puzzle implementation, and modular environment systems.

    ▪ Designed and shipped 10+ levels for Another Sight (PS4/Xbox One/Switch/PC) in Unreal Engine 4.

    ▪ Implemented puzzles and gameplay logic using Blueprints, supporting traversal, character-switching & narrative progression.

    ▪ Developed modular asset kits and trim-sheet workflows, establishing clear naming conventions to accelerate level assembly and iteration across multiple environments.

    ▪ Modeled and textured 100+ modular assets and props using Maya and Substance pipelines.

    ▪ Contributed to lighting passes, optimization, and debugging to meet visual and performance targets.

    ▪ Collaborated closely with design, art direction, and engineering to maintain gameplay clarity and visual cohesion under production constraints.

  • Environment Artist at Milestone
    Milan, IT
    October 2013 - April 2015

    ▪ Transitioned to Environment Art: built and dressed levels for Ride, Moto GP 14 and MXGP.

    ▪ Coordinated three outsourcing studios for the Miami track in Ride, defining asset briefs and integration standards.

  • Head of QA at Milestone
    Milan, IT
    February 2013 - October 2013

    ▪ Led internal QA team and external vendors (QLOC, Testronic) on MotoGP and WRC 4 franchises.

  • QA Localization Assistant Team Lead at Sega Europe
    London, GB
    August 2011 - February 2013

    ▪ Promoted to Assistant Lead, managing EFIGS localization QA teams across 10+ multi-platform titles.

    ▪ Coordinated test plans, reporting workflows, and cross-team communication with production.

    ▪ Contributed to major releases including Total War: Shogun 2, Aliens Colonial Marines and The Cave.

  • QA Localization Senior Tester at Sega Europe
    London, GB
    September 2010 - August 2011

    ▪ Tested Italian text and voice over localization for several games.

  • Level Designer and Environment Artist at Artematica Entertainment
    Chiavari, IT
    November 2007 - July 2010

    ▪ Designed and implemented levels using in-house tools and Lua scripting.

    ▪ Created environments and props for Diabolik - The Original Sin and Julia - Innocent Eyes.

    ▪ Supported asset integration and gameplay setup across PC and console versions.