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Tyrone Stevens

Tyrone Stevens

Junior 3D Artist / 3D Modeller

Talent
LondonMember since June 17, 2026
BlenderLow-poly modellingProp modellingHard-surface modellingEnvironment assetsClean silhouette designReal-world scale modellingAsset presentationGame-ready assetsReal-time asset constraintsUnreal Engine 4GodotBlueprint implementationAsset readabilityIn-engine testingC++JavaPythonTypeScript/JavaScriptGitDebuggingProduction codebasesLinux/WindowsTechnical problem-solvingClean constructionMeasurement-based modellingReal-time systems thinkingCross-discipline communicationReliable production habits
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BlenderLow-poly modellingProp modellingHard-surface modellingEnvironment assets

About

Junior 3D Artist / 3D Modeller with a professional software engineering background and a BSc in Computer Games Development. Over the last 6 months, I have been developing a personal low-poly game project and creating the original 3D assets for it in Blender, focusing on clean silhouettes, readable forms, asset reuse, and real-time performance. I have also completed practical 3D modelling work outside of the game project, including interior and exterior prefab extension models for a client-facing website and a bespoke 3D-print-ready air vent model built to precise real-world measurements.

My background in simulation, IoT, and game-development software gives me strong technical discipline, with experience in Unreal Engine, Unity, debugging, version control, and production codebases. Now seeking a 3D modelling, prop art, environment art, or junior game art role.

Experience

Software Engineer, IoT / Data Platforms at MSI Works (2024-09 – Present)

  • Developed HUBi Gateway in Java, supporting BACnet, Modbus, and MQTT communications for live device data and integrations.
  • Integrated platform functionality with Azure Cosmos DB and Azure Functions; built a non-cloud version using MongoDB and C# adaptations.
  • Developed HUBi Portal/webserver using TypeScript, nginx, and Let's Encrypt; delivered validation tooling for device data integrity.
  • Strengthened production habits relevant to technical art and game teams, including debugging, documentation, version control, and reliable delivery.

Software Engineer, Building Systems at Onnec iQ / ExcelRedstone (2022-03 – 2024-09)

  • Developed device integration software and tooling in a smart buildings context, including a BACnet gateway for bespoke device communications.
  • Created validation tools for smart building data integrity and integrated an Asset Management system for Standard Chartered Bank.
  • Worked with long-lived systems, client requirements, and production delivery expectations.

Software Engineer, Combat Simulation at Lockheed Martin CATT (2016-05 – 2020)

  • Delivered real-time simulation software for defence training systems, including behaviour and functionality for simulated weaponised vehicles.
  • Built standalone tooling for simulation messages and battle cues; implemented targeting and visual features, including LRF visuals and safety controls.
  • Maintained and upgraded a long-lived codebase while supporting live use, integration, testing, and design documentation.

Interactive / VR Development at UKDSC (2018 – 2020)

  • Built a collaborative VR environment in Unreal Engine and set up 4x VIVE Pro headsets in a tracked workspace.
  • Delivered interactive scenario visualisation work in Unity, combining engine work, interactive design, and real-time visualisation.

Education

BSc (Hons) in Computer Games Development – University of Westminster (2011 – 2015)

Skills

Junior 3D Artist / 3D Modeller

Reviews

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