About Me

About Julio Juarez
Senior Environment Artist with 15+ years of experience shipping AAA titles at Bungie and BioWare. Proven in leading teams, mentoring talent, and delivering optimized, immersive environments through full project lifecycles. As a collaborative leader, I excel in cross-functional partnerships with designers, engineers, and narrative teams to balance creative vision with performance and gameplay objectives. My work has contributed to iconic franchises like Destiny 2 and Mass Effect, where I've driven efficient workflows, procedural innovation, and high-fidelity world building.
Core Skills
• World Building & Design
• Modular Kit Authoring
• Rapid Prototyping & Lookdev
• PBR Shader Development
• Procedural Workflows & Photogrammetry
• Lighting & Atmosphere
• Level Optimization
• Hard Surface & Organic Modeling
• Cross-Disciplinary Teamwork
• Team Mentorship & Leadership
Main Software Expertise
• Unreal Engine & Proprietary Engines
• ZBrush, Maya, 3ds Max
• Substance Designer & Painter
• Houdini & Blender
• SpeedTree & Plant Factory
• World Creator & Gaea
• Toolbag & KeyShot
• Photoshop & Lightroom
• Reality Scan & Megascans
Career  Highlights
My career began with foundational training through the Sony Online Entertainment mentorship program, leading to roles at BioWare (2011–2015) on Mass Effect 3, Dragon Age: Inquisition, and early Mass Effect: Andromeda development. There, I built diverse sci-fi modular environments in Unreal Engine, integrated lighting and atmosphere for immersive storytelling, and adopted PBR workflows early to blend artistic direction with technical innovation.
At Bungie (2015–2024), I progressed from Environment Artist to Senior, contributing to every major Destiny 2 release from the base game through The Edge of Fate (2025). Key achievements include:
• Authoring modular kits, procedural PBR shaders, and hero props for team-wide consistency across strikes, dungeons, seasonal environments, and PvP maps (e.g., Vesper's Host, The Landing, Dissonance).
• Optimizing high-fidelity spaces for PlayStation, Xbox, and PC, balancing performance with creative vision.
• Leading playtests and iterations with influencers and internal teams to refine gameplay flow.
• Mentoring artists to elevate skills and velocity, fostering a growth-oriented culture.
Complementing my studio experience, I founded 3DBrushwork (2024–Present), reaching 400,000+ users with high-quality environment packs, 3D models, and textures on leading marketplaces. I also provide video tutorials on modeling, texturing, and lighting, with several trainees advancing to art director roles at indie and AAA studios. This entrepreneurial work reinforces my expertise in photogrammetry, HDRI, and procedural pipelines.
I'm passionate about pushing artistic and technical boundaries in interactive worlds. Explore my AAA screenshots, 3D concepts, Unreal projects, Substance materials, and tutorials via the links above. For collaborations or opportunities, connect via LinkedIn or the Contact page.
Kind regards, 
Julio Juarez