BROCK NORFLEET

Senior Environment Artist

Red Sands of Kurkazz

This environment was brought to life in Unreal Engine 5, where I created a set of sculpted, tileable assets and textures to build out the world’s foundation. I also developed a custom Runtime Virtual Texture material function that helps the assets blend naturally into the terrain, giving everything a cohesive and grounded feel.

The “sandfalls” effect was a particularly fun challenge. They were crafted using panning masks combined with an object-position setup that allows the mesh to change procedurally based on where it’s placed in the world.

For this project, I handled the concept, modeling, texturing, lighting, materials, and the majority of the particle systems. The only exception was the bird animation, which came from free marketplace content Epic Games: Landscape Mountains

Calm Before the Storm

Set in the quiet moments of early morning, T-34 tanks move steadily toward their destination.


All tiling materials were created fully procedurally in Substance Designer. The snow features dynamic tessellation and subsurface scattering to give it a softer, more natural feel, while the water was kept intentionally simple, using two panning normal maps and depth fade to blend more seamlessly into the snowy terrain.


To tie everything together, I built a material that procedurally places snow based on surface normal direction, helping unify the environment.


A special thank you to Jacob Norris for his snow material tutorial, which was a great learning resource and inspiration during this project.

The Crimson Purge

The Crimson Purge has begun. Under the glow of the crimson moon, the Prophets of Hellforge sweep through the kingdom of Bursa, driven by bloodlust and dark conviction, sacrificing all who stand in their way.

For this project, I was responsible for every aspect of the environment’s creation—from initial concept through modeling, texturing, lighting, and materials.


Nest

An explorer wanders into an eerie cavern, unaware of the danger lurking just around the corner. This scene was a great opportunity to lean into mood and storytelling through environment design.


I especially enjoyed experimenting with the egg materials. The inner “yolk” uses a Fresnel driven shader to control subsurface scattering, combined with a panning normal map to create the illusion of fluid moving beneath the surface.


I was responsible for the concept, modeling, texturing, lighting, and materials for the scene. A small number of particle effects were sourced from the Soul Cave demo to help enhance the atmosphere.

Fish Outa Water

This scene tells the quiet story of a fishing village that has slowly lost its passion for the sea. Once full of life and purpose, the village now feels still and uncertain serving as a symbolic reflection of losing enthusiasm for life, creative dreams, and passion projects that once felt deeply meaningful. The lighthouse stands as the final spark of hope, its light representing the last remaining ember of passion waiting to be rekindled.

The environment was created largely from the ground up, carrying the project from initial concept and blockout through final lighting and polish. Assets were modeled in Maya and ZBrush, textured using Substance Designer and Substance Painter, and brought together in Unreal Engine. A small number of Megascans assets were used for rocks and grass, while particle systems were sourced from the Unreal Soul Cave demo. All other elements were authored by me, with a focus on mood, storytelling, and subtle environmental detail.


Steampunk Lamp

I created this prop inspired by a steampunk lamp manufacturer called Machine Age Lamps. I was responsible for all aspects of its creation, including modeling, texturing, and lighting. It was a great opportunity to explore intricate details and bring a touch of character and craftsmanship into a single piece.

Just Stop

This is an experimental UE5 project where I explored blending the style of my 2D work with my 3D skills. It’s inspired by the feeling of life moving incredibly fast and the effort to carve out moments of mindfulness. While creating this piece, I found myself reflecting on the constant flow of life, how it shifts and changes, sometimes with us, sometimes around us.