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/
▪ 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.
▪ 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.
▪ 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.
▪ 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.
▪ 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.
▪ 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.
▪ Led internal QA team and external vendors (QLOC, Testronic) on MotoGP and WRC 4 franchises.
▪ 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.
▪ Tested Italian text and voice over localization for several games.
▪ 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.