MLS hero screenshot

Marek Barski

Senior Technical Artist · Senior Environment Artist · Unreal Generalist
Unreal Engine 5
World Building
PCG
Photogrammetry
Shaders / Materials
Blueprint Systems
Location: Kraków, Poland
Availability: Global remote / Kraków–Katowice · Contract / B2B / Full-time
Email: Show email
LinkedIn: marek-barski-3b5233232
Steam: Military Logistics Simulator · Heavy Duty Challenge

Featured Project — Military Logistics Simulator (UE5)

Large-scale vehicle-focused simulation set in mountainous terrain. Shipped on Steam. I owned visual direction and technical implementation of the game world — from terrain and road networks to PCG dressing, photogrammetry integration, materials/shaders, and gameplay-support Blueprint systems.

My role / ownership

  • Art direction for environments, lighting, and world cohesion
  • World building: terrain, roads, cities, bases, POIs
  • PCG-assisted environment dressing (rocks, vegetation, clutter)
  • Photogrammetry pipeline (drone & DSLR scans) and in-engine integration
  • Environment materials and shaders
  • Blueprint world systems (events, interaction, progression hooks)
  • Supervised 2 environment artists (reviews, integration, quality bar)
MLS base screenshot

World building & layout

World 1 World 2 World 3 World 4

PCG & environment systems

PCG is used to scale set dressing while keeping manual control over gameplay-critical areas. Distribution logic is driven by masks/slope/biome rules, with performance-aware instancing and LOD strategy.

  • Rocks, vegetation, debris, urban clutter
  • Manual overrides for key POIs and player routes
  • Stable performance: instancing, LODs, material complexity discipline
PCG / landscape screenshot

Photogrammetry pipeline

Photogrammetry 1 Photogrammetry 2 Photogrammetry 3

Scanned with drone & DSLR, processed and optimized into production-ready assets (materials, LODs, collision), then used across the world and PCG dressing.

Gameplay-support systems (Blueprints)

Implemented environment-driven gameplay systems and supporting frameworks in Blueprints, including random world events and interaction logic connected to locations and progression.

  • Random world events (e.g., fires, avalanches)
  • Triggers, POI logic, state hooks, debug helpers
  • Close collaboration with gameplay and engineering

Gallery

POI 1 POI 2 POI 3

Selected work