
Shipped Titles









Tools
3ds Max
Gaea | World Machine
Zbrush
Quixel | Mixer
Substance Painter
Adobe Photoshop
Speedtree
xNormal, Marmoset
Unreal Engine 5
Perforce, Jira, Trello
Skills
Leadership & Direction
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Art Direction & Visual Development
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Team Leadership, Mentorship & Feedback Loops
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Cross-Discipline Collaboration (Design, Tech Art, Engineering)
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Player-Focused Iteration & Gameplay Readability
Environment & World Building
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Large-Scale Environment Production (Open Worlds, Multiplayer Spaces)
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Landscape Creation & Procedural Workflows
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Modular Asset Development & Set Dressing
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Composition, Scale & Environmental Storytelling
Lighting, Materials & Rendering
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Real-Time Lighting & Atmosphere (Unreal Engine 5 / Lumen)
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Material Authoring (PBR & Stylized Pipelines)
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Shader Development (RVT, World-Aligned Blends, Weather Systems)
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Surface Response & Seasonal/Weather Integration
Technical Art & Optimization
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Performance Optimization (Draw Calls, LODs, Memory, Streaming)
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Asset Optimization & Collision Strategy
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Texture Atlasing & Material Consolidation
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Scalable Systems for Open World & VR
Will Kowach

I’m a Senior Environment Artist with nearly 15 years of experience in game development, specializing in world building, lighting, and technical environment design. I graduated from the Art Institutes of California – San Diego in 2009 with a BAS in Game Art & Design, and have contributed to titles including Metalcore, F.E.A.R. 3, Man of Steel, and Killer Instinct.
My experience spans the evolution of Unreal Engine—from UDK through Unreal Engine 5—where I’ve developed a strong foundation in both artistic execution and technical problem-solving. I focus on applying traditional art fundamentals to modern real-time workflows, leveraging tools such as Autodesk 3ds Max, ZBrush, the Adobe Creative Suite, and Quixel to create performant, visually compelling environments.
Beyond art production, I bring a holistic approach to development. I actively contribute to design direction, gameplay iteration, and playtesting, with a strong focus on player experience and readability. I’m deeply passionate about the games I work on, often engaging with community feedback and helping bridge the gap between development and player expectations.
My interest in game development began in the early ’90s through gaming and modding—particularly within the Unreal ecosystem—which continues to influence my curiosity and drive today. I’m also a PC enthusiast with a strong interest in VR and flight simulation.
Outside of game development, I enjoy fishing, photography, and playing piano.
