Toronto-based game artist & designer

I build unsettling worlds that players can feel.

Environment art, level design and technical implementation across Unity and Unreal Engine—backed by hands-on UI and gameplay programming.

545personally authored assets
2multidisciplinary capstones
4 floorsof authored horror level design

41-second portfolio reel

Worlds, characters and real-time craft.

A concise selection spanning COMATOSE, About Damned Time and independent environment, character and effects studies.

Featured disciplinesEnvironment art · level design · character art · lighting · simulation · technical art

Selected work

Art, systems and spaces.

A focused first look at the strongest real-time environments, character work, props and simulations. The complete 24-piece collection remains available in the archive.

Mystical Cave

Atmosphere, lighting and cinematic environment composition.

  • Environment
  • Lighting
  • Camera

Sci-Fi Ship Interior

Hard-surface environment design, lighting and cinematic camera work.

  • Hard Surface
  • Environment
  • Lighting

Future Attic Flythrough

A moving view through a compact hard-surface environment study.

  • Spatial Design
  • Hard Surface
  • Camera

Restroom Animation

Camera movement, lighting and atmosphere inside a confined interior.

  • Interior
  • Lighting
  • Composition

Lush Forest Landscape

Foliage composition, environmental mood and camera movement.

  • Foliage
  • Composition
  • Atmosphere

Throned Skull

Character presentation, simulation and cinematic art direction.

  • Character
  • Simulation
  • Presentation

Mystical Sword

Ornate hard-surface prop design, materials and dramatic presentation.

  • Prop
  • Materials
  • Lighting

Wraith Concept

Silhouette exploration and supernatural character design.

  • Character
  • Silhouette
  • Concept

Skull Girl Animation

An animated extension of a surreal portrait and anatomy study.

  • Character
  • Anatomy
  • Motion

Tornado Simulation

A procedural-effects study exploring turbulent volume and motion.

  • Simulation
  • Volume
  • FX

Complete collection

See all 24 projects and studies.

Open full work archive →
Environment Art◆Level Design◆Technical Art◆Gameplay◆UI/UX◆3D Art

Production experience

Cross-discipline by design.

University studio productions built with multidisciplinary teams, shared pipelines and real deadlines.

01

COMATOSE · 15-person team

Generalist, Technical Artist & Programmer

Designed the open-world experience within a building, built environmental content, integrated systems and created player-facing menus in Unity.

↗
02

About Damned Time · 13-person team

3D Team Lead, Level Designer & Programmer

Led the art pipeline and designed a complete four-floor haunted-house level, while contributing menus, movement, shooting and sanity-system balancing.

↗

Technical evidence

Systems behind the atmosphere.

Verified implementation responsibilities from two multidisciplinary Unity productions, plus the responsive portfolio system designed and programmed from scratch.

01 · UI state

Menus that manage play states.

Built startup and pause menus for both capstones, including player-facing audio controls and reliable transitions between gameplay and menu states.

Startup→Gameplay→Pause / Audio
02 · Gameplay

Movement, shooting and tuning.

Supported character movement in both games, implemented shooting behavior, and balanced movement speed against the sanity system in About Damned Time.

Input→Character→Feedback
03 · Technical art

Assets built for the engine.

Authored production assets, integrated them in Unity, and contributed lighting, VFX, audio and collision-ready scene assembly across shared team pipelines.

Model→Integrate→Validate
04 · Web engineering

This portfolio is working code.

I built the original site from scratch and continue to use it as a working HTML, CSS and JavaScript project with responsive layouts, filtering and media handling.

state.inViewport = entry.isIntersecting &&
  entry.intersectionRatio >= 0.55;
syncPreviewPlayback(entry.target);
Inspect the source ↗

Public project showcases: About Damned Time ↗ · COMATOSE ↗. Each sanitized repository credits the full student team and excludes restricted third-party packages while preserving recruiter-facing technical evidence.

Role-specific résumés

The right lens for the role.

Each one-page résumé emphasizes the most relevant production evidence for a specific hiring track.

About Ekraj

Artist’s eye.
Builder’s mindset.

I’m a Toronto-based game creator focused on creepy, atmospheric worlds. My work moves between modeling, level design, real-time implementation, UI and gameplay—because the strongest environments are shaped by how they look, feel and play.

I earned a Bachelor of Arts in Interactive Arts and Science from Brock University, concentrating in 3D Art and Expression.

Available for opportunities

Let’s build somewhere unforgettable.

ekraj.1503@icloud.com