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About

I’m a RISD Industrial Design graduate focused on Technical Environment Art and Technical Art. I’m interested in the systems behind real-time worlds: modular environments, procedural workflows, tools, materials, shaders, and optimization.

Industrial design trained me to think in systems, form, and spatial relationships, and to work through constraints by prototyping, testing, and iterating. Fabrication taught me that a design is only finished when it works as a physical thing.

Alongside that I worked in Blender, game environments, VR, and visual storytelling. I built environments and props for a team game that shipped, made 3D assets for a Meta Quest app, and made a real-time cinematic in Unreal Engine 5.

Through that work I became more interested in the systems that make an environment work than in any single asset: how a kit snaps together, how assets move from Blender into an engine, how materials are shared, and what a scene costs to render. That is technical environment art, and it’s what I’m building now. Longer term, I want to go deeper into technical art and, eventually, graphics and rendering engineering.

Most of my best work was shared. The rover was built by a full team, Hungry Haus had eighteen people credited, and I work best owning a clear piece of a project, showing it early, and changing it when testing or a teammate points to something better.

Portrait of Raúl Falcón in a tan blazer
Focus
Technical Environment Art and Technical Art, in games and real-time 3D
Education
BFA, Industrial Design, RISD · May 2026
Based in
Puerto Rico
Languages
English (fluent) · Spanish (native)

The evidence

  • Hungry Haus in-game view of a tiled basement corridor lined with pipes

    Environment art in a shipped game

    On Hungry Haus, an 18-person Brown–RISD Game Developers project, I modeled, UV-mapped, and textured environments and props in Blender, integrated art in Godot 4.4, and ran playtests.

    Hungry Haus case study
  • CAD lineup of rover steering versions 1 to 7, annotated with the problem each change solved

    Technical systems under constraints

    On the RISD Rover Team I co-designed and fabricated the steering for a NASA competition rover: seven CAD iterations to resolve suspension, clearance, and turning-radius conflicts, then carbon fiber.

    NASA HERC steering case study
  • Rendered 3D molecule models in a range of shapes, modeled in Blender for CurioXR

    Designing inside a 3D app

    At CurioXR I designed reusable tablet systems inside a Meta Quest app, sized controls for hand tracking, and modeled 3D molecules in Blender for it.

    CurioXR case study

Before this, I researched, wrote, and edited Enchiridion, a science channel that reached 127K+ subscribers and 38M+ views, and directed award-winning short films. That work taught me to research deeply, iterate against data, and finish long projects.

Where my skills stand

  1. Built

    • Blender environments and props for a shipped Godot game
    • 3D molecule assets for a Meta Quest app
    • An Unreal Engine 5 real-time cinematic (2024)
    • Seven CAD-to-carbon-fiber steering iterations
  2. Building

    • A modular environment kit in Blender
    • A Blender → Unreal Engine 5 asset pipeline
  3. Learning

    • Modular discipline: grid, scale, pivots
    • Unreal Engine 5 level workflow
  4. Next

    • Trim sheets and Unreal materials
    • Profiling and optimization
    • Houdini and Python tools

Long-term: C++, graphics math, and real-time rendering.

Get in touch

Pursuing Technical Environment Art and Technical Art opportunities in games and real-time 3D. Email me at raul@rfalcon.com or see the résumé.