October 17, 2026
Dear [Hiring manager's name],
At Basalt Interactive I model and texture the environment kit for an open-world survival title, currently shipping around 60 hero props and three full biomes through our pipeline each production cycle. I am applying for your 3D Artist opening because [Studio name] ships the kind of stylized, texture-driven worlds I built my whole portfolio around.
The desert biome I led cut asset production time 25% after I rebuilt our modular kit-bashing library to 140 reusable pieces, and our lighting pass held a steady 60 frames per second on base consoles through the whole level. A canyon environment I modeled solo shipped in the game's launch trailer and became the top-viewed clip on the publisher's channel.
I build in Maya and ZBrush, texture in Substance Painter and Designer, and bake and optimize everything inside Unreal Engine 5 with Nanite and Lumen in mind rather than fighting them after the fact. I keep polycount and texture budgets documented for every asset I hand off, so the tech art team never has to chase me for a fix.
I would like to talk through the canyon environment and how [Studio name] approaches its own world-building pipeline. I can share a breakdown reel or a live Unreal scene on a call whenever works for you. Thank you for your time.
Sincerely,
Amara White