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.

Latest Work

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

Student Archive

Foundational 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.

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.

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.

Protected Archive

Government contract work

This archive includes protected production work available through private review. Send a request with a brief viewing context, and I'll respond with priority so qualified reviewers can access the gallery as quickly as possible.

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103 pieces 6 project categories Private review index

2023

Aircraft

6 pieces cataloged

vehicle arthard surfacecontract
Restricted

2024-2026

Environments

18 pieces cataloged

world buildinglightingproduction
Restricted

2023-2024

Vehicles

8 pieces cataloged

vehicle artsystemscontract
Restricted

2022-2025

Ground Equipment

6 pieces cataloged

support assetsmechanicalcontract
Restricted

2022-2026

Props

35 pieces cataloged

propsmaterialsdelivery
Restricted

2021-2026

Integral Components

30 pieces cataloged

componentsdetail artmanufacturing
Restricted

Resume

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

Open Resume