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Jeremiah Castro
Jeremiah Castro
3D Environment Artist
Spokane, United States

Summary

Award-winning 3D Environment Artist with 14 years at Cyan Worlds, building the immersive, story-driven spaces that define the Myst universe. From realMyst Masterpiece Edition to Obduction, Myst remake, and the 2025 Game Makers Sketchbook-recognized Riven, I've helped shape worlds where the environment itself does the storytelling.
My work spans the full pipeline; from early layout and creative direction through final asset delivery, lighting, and in-engine implementation across PC, console, VR, and mobile. I specialize in Unreal Engine 4 & 5, with deep experience in Substance Painter, 3ds Max, and performance optimization for platforms like Meta Quest and PlayStation VR.

Skills

3D ModelingEnvironment ModelingHard Surface ModelingLightingLow-poly ModelingProp ModelingTexturingUV MappingZBrushHigh-poly ModelingLevel ArtLevel DesignPhotoshop3DS MaxUnreal Engine 4PBR TexturingPhysically Based RenderingTexture BakingMaterial CreationSubstance PainterTeamworkPropsBlenderSubstance DesignerLayoutsSVNLOD CreationAsset OptimizationVersion ControlCollisionVR OptimizationGrayboxingUnreal Engine 5Modular Kit DesignRemote CollaborationMassingCross-discipline CollaborationVisual Debugging

Software proficiency

3ds Max
3ds Max
Photoshop
Photoshop
Substance 3D Painter
Substance 3D Painter
Substance 3D Designer
Substance 3D Designer
Unreal Engine
Unreal Engine
ZBrush
ZBrush
Unity
Unity
Premiere
Premiere
Megascans
Megascans

Productions

    • Video Game
      Myst: Age of Rime
    • Year
      2025
    • Role
      Environment Artist, Massing and Graybox Setup, Lighting Artist
    • Company
      Cyan
    • Video Game
      Riven
    • Year
      2024
    • Role
      Environment Artist, Massing and Graybox Setup, Lighting Artist
    • Company
      Cyan
    • Video Game
      Firmament
    • Year
      2023
    • Role
      Pre-Production Art, Gameplay Testing, Art Support, Art Reviews
    • Company
      Cyan
    • Video Game
      Myst
    • Year
      2021
    • Role
      Environmental Artist, Localization Team
    • Company
      Cyan
    • Video Game
      realMyst: Masterpiece Edition for Nintendo Switch
    • Year
      2020
    • Role
      3D Artist, Lighting Artist, Port Team
    • Company
      Cyan
    • Video Game
      Zed
    • Year
      2019
    • Role
      3D Artist, Achievement Artist
    • Company
      Cyan Ventures
    • Video Game
      Obduction
    • Year
      2016
    • Role
      3D Artist, Localization Team, Achievement Artist, XBox Port Team
    • Company
      Cyan
    • Video Game
      realMyst: Masterpiece Edition
    • Year
      2014
    • Role
      3D Artist
    • Company
      Cyan
    • Video Game
      Pixelbudy
    • Year
      2013
    • Role
      Animator
    • Company
      Light Blue
    • Video Game
      realMyst: iPad
    • Year
      2012
    • Role
      3D Artist, Port Team
    • Company
      Cyan

Experience

  • 3D Environment Artist at Cyan
    Mead, US
    October 2011 - Present

    Over 13 years at Cyan Worlds, I contributed to the studio's most beloved titles — Riven, Obduction, Myst, Firmament, and realMyst Masterpiece Edition — often as one of the first artists on a project, helping establish layout, scale, and creative direction from initial blocking through final execution.

    My work spans the full environment art pipeline: concepting, high and low poly modeling, texturing, material creation, lighting, collision, and complete in-engine implementation. I've worked extensively in Unreal Engine 4 & 5, with additional experience in Unity, and shipped titles across PC, Mac, Nintendo Switch, Xbox, PlayStation, iOS, and Meta Quest — adapting assets to meet the unique demands of each platform.

    At Cyan, environment art isn't decoration — the world is the story. I've spent my career crafting spaces where atmosphere, detail, and composition do the narrative work, from the sweeping landscapes of Riven (a 2025 Game Makers Sketchbook award winner) to the tactile mechanical worlds of Firmament.

    Beyond core art responsibilities, I've contributed to modular kit development, custom Unreal blueprints, VR optimization, localization asset creation, porting efforts, and onboarding new team members in a remote environment.