Drawing on a decade of experience in creating immersive, believable, and enjoyable game environments, I took a risk and established Alpine Empire. My professional project's goal is to create cutting-edge 3D environment art and game art tools, as well as to provide mentorship for the new generation of world builders.
Four ways to collaborate.
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Level Art
Crafting realistic, high-quality worlds with player experience in mind, from blockout to polish.
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Environment Art
Creating 3D content: assets, modular kits, foliage, PBR materials, shaders and procedural tools optimized for performance.
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Pipeline & Tools
Ready-to-use Blender tools for common pipeline challenges, or custom pipelines, documentation, and tooling built for your studio.
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Mentoring & Workshops
1:1 mentoring, team training, or expert presentations on 3D content creation, world-building and pipelines.
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On game projects, I prefer working directly within teams, especially on long-term freelance or contract collaborations. Got a question or a project in mind? Feel free to reach out.
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WHO IS ALPINE EMPIRE
Matthias
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Before Alpine Empire, I built worlds for the dark, surreal, New York-inspired streets of Alan Wake 2, the fractured Bureau of FBC Firebreak, and the haunted Victorian halls of the gothic horror-adventure Black Mirror.
What I build, and how I work.
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Level Art & Design
Building gameplay-driven levels and modular kits, with combat, metrics, and player guidance in mind, from first blockout to final polish. I managed and shipped key levels for several games, including Alan Wake 2's Dark Place.
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Asset Creation
Crafting modular architectural kits, PBR materials, hard-surface machinery, props and foliage, I can create highest quality assets and materials if needed, preferably using non-destructive workflows.
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Proceduralism
A systemic approach to content creation without compromising art directability. Creating bespoke solutions or a generic library of reusable tools with Houdini or Blender Geometry Nodes.
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Positive & Solution-Oriented
Open, straightforward, and solution-oriented. I am proactively seeking feedback and staying constructive whenever a challenge shows up.
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Collaboration & Innovation
I work closely with directors, producers, and teams, staying open to new tools and pipelines, proposing better workflows and making sure the work aligns with the creative vision.
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Ownership & Responsibility
I am a reliable, independent teammate who can take full ownership of levels and assets from start to finish, managing time and quality to meet deadlines.
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Primary tools and engines.
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Blender
Primary DCC, modeling, look dev, and addon development.
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Houdini
Procedural workflows for modular assets, VFX, and world generation.
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Substance
Texturing and PBR material authoring.
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Unreal Engine
Level art/design, lighting, material setup, set dressing and performance optimization for a finished real-time scene.
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ADDITIONAL SOFTWARE
ZBrush, Speedtree, Gaea, Marvelous Designer, Marmoset Toolbag, Godot, Meshroom, RealityCapture, Agisoft, and Unity — happy to help you pick the right tool for what you're trying to achieve.
Purpose-built, straightforward tools that plug into any Blender pipeline.
| Superhive | Gumroad |
Smaller, focused Geometry Nodes packs for specific workflows.
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SIMPLE
ALPHA
UV Nodes
Non-destructive UV projection, live in your Geometry Nodes modifier stack.
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MORE FROM ME
A few other things I've made along the way.
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MENTORING
Ten Years of Production,
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| ✓ Free 15-minute intro call, no commitment |
| ✓ 1:1 sessions, team training, or portfolio reviews |
| ✓ Flexible scheduling across timezones |
Come hang out with the community, discuss tools and world-building, and talk mentorship directly with me and other members.
Join Discord ↗Always excited to collaborate on new projects — whether that's environment art, tools, or a mentorship built around what you actually need.
Prefer not to use your email client? Email hello-alpineempire@poton.me directly.