ANNA KOMITSKA
Environment artist & Unreal Engine specialist focused on optimised environments and storytelling. Formally in Production & Direction of Content for hologram, XR & ML-powered activations.

︎ 3D Environment Art

     Cuban Market 2025

     Dragons' Gate 2025

     HYLE 2024

     French Village Diorama 2024

     Khons 2024
     Project Titan: Craft Worlds Together 2024


︎ Art Installation

     Aesthetics of DEMOS: 2023

     Branching Genome

     Kolyo

     Time Capsules 2022

     Neatly Organised Things

     SENSORY 2021


︎ Photography

     In Transit 2020

     People
     Landscapes


︎ Videography

     On Silent 2020

     High Gloss 2020

     Super Super World 2020


︎ Graphic Design

     Sofia University Installation 2025

     Thoughts on Images & Perception 2022


︎About


︎ Connect

       Linkedin
       Email


©2025

ANNA KOMITSKA

French Village Diorama


Unreal Engine, Nanite, Maya, Zbrush, Substance Painter, Substance Designer, Speedtree, DaVinci Resolve. 2024.





I worked on a French village Diorama inside Unreal Engine 5. I had 6 weeks to complete the project as part of module 2 at Escape Studios.










I used 2K textures, Lumen, Nanite, and Ray-Traced Shadows. The wall was made up of a set of ArrayMesh’d rocks onto a mortar base, individually sculpted in ZBrush and SubD modelled in Maya. The material was created in Substance Designer with 1 graph for the mortar, and 3 variations of rock material, and brought together in Painter with ID masks generated from Polypaint and further randomised in Designer. The textures for the floor were made in Quixel, and applied onto a plane sculpted directly inside Unreal Engine.











All foliage was built inside Speedtree, except for the grass cards, which were set up in Maya, including transferring Normals.

The remaining props were textured with custom materials in Substance Painter. For the rust and peeling paint, I used anchor masks to layer material damage more efficiently. I also sculpted a notebook which was not unused in the level.

Post-processing included volumetric fog, and a LUT created in DaVinci Resolve.