ALPINE EMPIRE

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.

What I Offer

Four ways to collaborate.

Level Art
Crafting realistic, high-quality worlds with player experience in mind, from blockout to polish.
Environment Art
Creating 3D content: assets, modular kits, foliage, PBR materials, shaders and procedural tools optimized for performance.
Pipeline & Tools
Ready-to-use Blender tools for common pipeline challenges, or custom pipelines, documentation, and tooling built for your studio.
Mentoring & Workshops
1:1 mentoring, team training, or expert presentations on 3D content creation, world-building and pipelines.

Learn More ↗

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.

Portrait of Matthias Patscheider
WHO IS ALPINE EMPIRE

Matthias
Patscheider

Born and raised in the narrow, picturesque valleys of the Alps, among rugged peaks, historic farmhouses, and medieval castles — a landscape that shaped a lifelong passion for crafting believable worlds.

Alpine Empire is built on a decade of game development experience, from small startups to AAA titles, shaping worlds, levels, and pipelines at every stage of production. As an Environment Artist, I've contributed to titles such as Alan Wake 2, FBC Firebreak, Black Mirror, and Crossfire X, plus VR training projects.

World-building sits at the heart of it all: I research and understand environments to create spaces that feel authentic. I pair that with building workflows and tools that push what's possible, always in close collaboration with teams, directors, leads, and producers.

Open Source & Knowledge Sharing. I use the best tool for the job, favoring open source and European alternatives where they hold up.
PAST PROJECTS

A Decade Building Game Worlds

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.

ALAN WAKE 2 FBC FIREBREAK BLACK MIRROR VR TRAININGS ...

See the Full Portfolio on ArtStation ↗

Skills

What I build, and how I work.

HARD SKILLS
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.
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.
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.
SOFT SKILLS
Positive & Solution-Oriented
Open, straightforward, and solution-oriented. I am proactively seeking feedback and staying constructive whenever a challenge shows up.
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.
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.

Software

Primary tools and engines.

Blender
Blender
Primary DCC, modeling, look dev, and addon development.
Houdini
Houdini
Procedural workflows for modular assets, VFX, and world generation.
Substance
Substance
Texturing and PBR material authoring.
Unreal Engine
Unreal Engine
Level art/design, lighting, material setup, set dressing and performance optimization for a finished real-time scene.

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.

Simple Tools

Purpose-built, straightforward tools that plug into any Blender pipeline.

SIMPLE
FREE
Renaming
Downloaded by 50,000+ Blender users, this is the go to tool for batch renaming in Blender.
SIMPLE
PAID
Collider
Handle the entire collision workflow in Blender, ready for UE, Unity, and Godot.
SIMPLE
PAID
Export
Every export setting visible, documented, and saved directly in your .blend file.
SIMPLE
PAID
Camera Manager
Full control of your camera workflow — composition, dolly zoom, and presentation.
SIMPLE
CLOSED ALPHA
PBR Layering
Non-destructive PBR material layering — masks, triplanar projection, and blend groups — without touching a single node.
Superhive Gumroad

Simple Utilities

Smaller, focused Geometry Nodes packs for specific workflows.

SIMPLE
ALPHA
UV Nodes
Non-destructive UV projection, live in your Geometry Nodes modifier stack.
MORE FROM ME
A few other things I've made along the way.
Mentoring session preview
MENTORING

Ten Years of Production,
Now Teaching It

Ten years of production experience with environment art, tech art, and tooling. I can assist and provide input on world-building, pipeline optimization, and portfolios that will catch recruiters' attention. Training is personalized and tailored to your current needs.

Free 15-minute intro call, no commitment
1:1 sessions, team training, or portfolio reviews
Flexible scheduling across timezones

Explore Mentoring ↗

Join the Alpine Empire Discord

Come hang out with the community, discuss tools and world-building, and talk mentorship directly with me and other members.

Join Discord ↗

Let's Create Something Extraordinary

Always excited to collaborate on new projects — whether that's environment art, tools, or a mentorship built around what you actually need.

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