Role: 3D Generalist • Studio: North Star Video Games • Period: Apr–Nov 2024 Platforms: PC, Xbox, PlayStation, Nintendo Switch
Overview
Created environments, vehicles, and hero assets for Spray Paint Simulator. Built a modular factory kit and implemented levels in Unity, integrating with established pipelines and optimising for a wide range of hardware. Materials and lighting were tuned to match the project’s stylised visual style.
My responsibilities
Designed and built the modular factory environment that housed all three jobs and the final “giant robot” showcase stage.
Modelled, textured, and optimised hero assets (bus, cherry picker, giant robot) for the painting mechanic.
Implemented environments and assets in Unity, setting up painting, masking, and repair stages.
Lit and baked scenes for clear surface readability during painting gameplay.
Authored tiling materials, modular kits, and stylised skies, reusing atlases and palettes for performance.
Optimised scenes for a wide hardware range.
Produced an additional unreleased level for DLC content.
Key contributions
Established the modular factory environment as the backbone for multiple levels, saving time on set-up and iteration.
Created three hero assets that became the focal points of gameplay, including the “giant robot” showcase level.
Delivered a stylised sky workflow and texture pipeline that was adopted across the project.
Balanced visuals and performance, enabling the game to target a wide hardware range.
Extended the contract through consistent delivery, leading to additional level and DLC work.
Technical notes
Tools: Blender, Substance 3D Painter/Designer, Unity, Photoshop.
Scale & Texel Density: Maintained consistent scale and targeted texel density across all assets.
Materials: Used packed ORM workflows where applicable; hero assets followed a UDIM-style multi-material setup.
UVs: Each asset included three UV channels (textures, lighting, painting).
Naming & Integration: All job parts uniquely named for compatibility with in-house tools and scripts.
Scripting: Wrote Python scripts in Blender to automate UV management and naming tasks.
Lighting: Combined baked and real-time lighting for stability; placed reflection and light probes to support dynamic assets.
Performance: Set up occlusion maps, combined meshes to reduce draw calls, and used instancing for repeating elements.
Factory Environment
The factory was the core environment for Spray Paint Simulator, serving as the Spray Painter’s property and housing the three base-game jobs, including the final Giant Robot stage. Starting from a simple blockout, I developed a modular red-brick industrial space with tall windows, a clerestory roof, and gantries to add verticality. The design balanced visual detail with performance across a wide hardware range.
Pre-rendered hero shots of the modular factory environment, created in Blender Cycles for portfolio presentation.
Modular kit
The modular factory kit including walls, windows, doors, roof elements, floors, and gantries.
Materials
Some of the stylised tiling materials authored in Substance, Sampler, Painter and Designer.
Props
Factory props including lights, tools, storage, and set-dressing assets.
In-game
Screenshots from Spray Paint Simulator (Sept 2025) showing the modular environment and props implemented in Unity.
Tour Bus Job
The tour bus was the third job in Spray Paint Simulator and introduced the character Ron. Working from only a rough size guide, I designed the bus and built it as a hero asset in Blender and Substance Painter. To support the painting mechanic, the model was split into paintable sections, with a duplicate mesh created for masking and tape materials, and removable parts. The design combined influences from 1960s–70s British coaches, American styling, and Jamaican Zion tour buses, resulting in a unique, character-rich asset that integrated seamlessly into Unity.
Pre-rendered hero shots of the Tour Bus in Blender Cycles, showing weathered, masked, and clay wireframe variants for portfolio presentation.
Pre-rendered Blender Cycles turntable of the Tour Bus, shown in weathered, masked, painted, and clay wireframe variants for portfolio presentation.
In-game screenshot from Spray Paint Simulator (Sept 2025), showing the Tour Bus level in free spray mode.
Cherry Picker Job
The cherry picker was a key gameplay mechanic in Spray Paint Simulator, giving players the vertical reach to access areas like the bridge level and the Giant Robot. I designed and built a single hero asset in Blender and Substance Painter that served two roles: as a painting job, with clean UVs, duplicate geometry for masking passes, and full lighting setup; and as a drivable vehicle, with articulated joints for the boom and basket to support gameplay. To simplify animation and integration, I used electric actuators instead of hydraulic pistons. I implemented the asset in Unity, managing articulation, lighting, and scene setup to deliver both a fully playable job level and a functional vehicle.
Pre-rendered hero shots of the Cherry Picker in Blender Cycles, showing weathered, masked, and clay wireframe variants for portfolio presentation.
Pre-rendered close-up shots of the Cherry Picker in Blender Cycles, highlighting key details for portfolio presentation.
Pre-rendered Blender Cycles turntable of the Cherry Picker, shown in weathered, masked, painted, and clay wireframe variants for portfolio presentation.
Blender Cycles animation demonstrating lift functionality, designed for approximately 15 m of vertical reach
In-game screenshot from Spray Paint Simulator (Sept 2025), showing the Cherry Picker level in free spray mode.
In-Engine screenshot from Spray Paint Simulator (Nov 2024), showing the Cherry Picker level.
In-game Video from Spray Paint Simulator (Sept 2025), Demonstrating the Cherry Picker driving.
Giant Robot Job
The Giant Robot was the final showpiece level in Spray Paint Simulator, designed to leave a lasting impression as a 15-metre-tall hero asset. Inspired by The Iron Giant, classic robot toys, and Buzz Lightyear, I created a retro-styled but imposing design that integrated with the game’s painting systems. Although it never animates in-game, I built a rig with IK constraints and FK arms to allow posing during development and presentation. The surrounding factory environment was expanded with tall clearance, a giant entry door, and gantries for navigation and scale, while the robot itself was modelled with clean UVs, masking geometry, and naming conventions to work seamlessly with the in-house tools. I handled Unity integration, lighting, and scene setup to deliver the level as the game’s final “showstopper” experience.
Pre-rendered hero shots of the Giant Robot in Blender Cycles, showing painted version for portfolio presentation.
Pre-rendered Blender Cycles turntable of the Giant Robot, shown in weathered, masked, painted, and clay wireframe variants for portfolio presentation.
Rig test animation in Blender Cycles showing the Giant Robot with IK/FK setup and a thumbs-up pose. The robot never animates in-game but was rigged for posing.
In-game screenshot from Spray Paint Simulator (Sept 2025), showing the Giant robot level in Career mode.
Outcome
The project grew beyond its initial scope, with my contract extended past the original six months to support additional unreleased content. I delivered shippable environments, hero assets, and vehicles fully integrated into Unity, ensuring stability and performance across multiple gameplay contexts. My work established the factory as the central hub, the tour bus and cherry picker as key gameplay jobs, and the giant robot as the game’s showpiece finale.
It was a pleasure to collaborate with industry veterans Nick Jefferson-Tame (Lead Artist) and Adam Mitchell (Lead Programmer & Writer). Being credited third as Additional 3D Artwork highlights my key role in shaping the game’s environments, vehicles, and hero assets.
Developed by North Star Video Games. In-game credits: listed third as Additional 3D Artwork.