
3D Artist · Unreal Developer · VR/AR
Aidan Larson
3D artist in Philadelphia building real-time worlds in Unreal Engine 5. I model, texture, light, and ship VR experiences, and I test AI tools inside the pipeline.
Selected work
Graduating June 2027 · Open to VR, AR, and real-time 3D rolesResume PDF ↗
01 — About
Topology first, atmosphere always.
I'm a 3D Visualization & Digital Designer and VR/AR specialist based in Philadelphia, finishing a B.S. in Digital Media and Virtual Production at Drexel University (Dean's List).
My pipeline runs full-stack: modeling and sculpting in 3ds Max, Maya, and ZBrush, texturing in Substance Painter and Designer, and real-time build-out in Unreal Engine 5 — shipped to headset at a locked frame budget.
On occasion, I build AI directly into that pipeline: custom Blender and Maya MCPs, physics-based animation in Cascadeur, and Claude Code with MCP — including a custom Unreal MCP integration — for in-engine scripting and agentic modeling workflows.
Toolset
ZBrush
AutoCAD
Rhino
Revit
Substance Painter
Substance Designer
Unreal Engine 5
UEFN
Nuke
Houdini
Motion capture
Photogrammetry
Claude Code
ChatGPT Codex
custom Unreal MCP
Hunyuan Pro
Cascadeur
Nano Banana
Flux
Midjourney
NVIDIA DLSS


02 — Study · Facility / VR
Cobbs Creek Golf Facility
Architectural visualization and a standalone Quest 3 putting simulator built at EwingCole — 3ds Max to Unreal Engine 5 via Datasmith, packaged at a locked 60fps for client-facing design review.
Skills used
- Real-time VR development
- Blueprinting
- Modeling
- Texturing
- Environment design
- Brief
- Architectural visualization of the facility, plus a putting simulator clients could try in headset during design review.
- Constraint
- A standalone Quest 3 build, so the scene had to hold a locked 60fps on mobile hardware.
- Decision
- 3ds Max to Unreal Engine 5 through Datasmith, with Blueprints driving the simulator.
- Result
- Owned the full AR/VR pipeline as my EwingCole co-op capstone deliverable, then packaged the build for Meta Quest 3.
03 — Study · Horology
Citizen Eco-Drive Study
A full product visualization pass on a Citizen classic — skeleton movement, guilloché dial, calfskin strap and engraved caseback, broken down into its render passes from wireframe to final PBR. Hover or drag across the frame to drop a loupe onto the surface and inspect the micro-detail.
Skills used
- Modeling
- Texturing
- Lighting
- Rendering







CTZ-01
Skeleton Movement
drag to inspectloupe 3.0× · pinch or ctrl + scroll to zoom
frame data
- lens
- 50mm · f/4
- shader
- brushed steel · sapphire
- plate
- tiled platform
plates
render passes
04 — Capstone · VR Experience
Through the Fog
My senior capstone: a VR recreation of the initial frontline assault on the Cliveden mansion in Germantown, Philadelphia — October 4, 1777. Step through the phases of the engagement as the player would move through it in headset.
Skills used
- Real-time VR development
- Modeling
- Texturing
- Lighting
- Environment design
- Animation
- Blueprinting
- Agentic systems testing
- Brief
- A 30 to 60 second first-person VR combat scene recreating the Continental assault on Cliveden, October 4, 1777, for Meta Quest 3.
- Constraint
- A 500,000 triangle budget for the whole scene, targeting Meta Quest 3.
- Decision
- Model most assets by hand from a site visit, the 1776 floor plan, and period paintings treated as secondary evidence. Claude works through Blender for many of the model updates, and every AI tool used gets logged along with where it fell short.
- Status
- In production. Scene, 30-soldier formation, and firing animations are running in Unreal; the VR build phase is underway.
Agentic build
Agents in the pipeline
For this project I experimented with building custom MCPs for Maya, Blender, and Unreal Engine — driven from Claude Code and GPT Codex. That unlocked automated systems that assisted in building parts of the immersive experience, from modeling, rigging and retopology through to in-engine build, scripting and blueprinting.
- Maya MCP
modeling, rigging & retopology
- Blender MCP
modeling, rigging & retopology
- Unreal MCP

in-engine build, scripting & blueprinting





A-01
Artillery Train
05:00 · Germantown Road
Horse teams hauling light guns and a supply wagon down the Germantown road in the pre-dawn fog.
Current VR Testing
1777 Brown Bess Musket Reload in Unreal Engine 5.8
First-person reload test in Unreal Engine 5.8: bare hands reach for the Brown Bess and work the lock step by step, with VR interaction markers anchored to the moving parts of the musket.
05 — Study · Environment Art
Abandoned Nissan S13
A Nissan 180SX left to the ivy inside a collapsing corrugated shed. The set was built and dressed once, then lit twice — a hard practical work-light rig at night and a soft overcast pass by day. Switch the lighting state and step the shot list.
Skills used
- Modeling
- Lighting
- Texturing
- Foliage
- Environment design
- Brief
- Final project for a Texturing and Lighting course: an abandoned 180SX in an overgrown corrugated shed, kept on as a portfolio piece.
- Decision
- Build and dress the set once, then light it twice, a hard work-light rig at night and a soft overcast pass by day.
shot 01 / 03






N-01
Work Light Three-Quarter
35mm · practical rig · 1/60
Two halogen stands do all the work — hard speculars on wet paint, everything past the shed falling to black.
06 — Study · Consumer Audio
JBL Flip Study
A materials-first product build: woven mesh, soft-touch rubber and machined trim. Scroll through the section and the control deck wipes across the body render along a diagonal seam — or lock a plate below to read the shading notes.
Skills used
- Modeling
- Texturing
- Lighting
- Rendering
- Brief
- A product study for a course: model and texture a JBL Flip from reference.
- Constraint
- One week, start to finish.
- Decision
- Spend the time on materials: woven mesh, soft-touch rubber, and machined trim, modeled in Maya and textured in Substance Painter.


JBL-01 · Body & Grille
07 — Study · Character Facial Design
Human Realism Design
A likeness study taken from sculpt to shaded turnaround — pore-level skin detail, a strand groom rebuilt as cards for headset, and refractive eyes that hold up in profile. Drag across the plate to rotate the head, or step to a locked view.
Skills used
- Modeling
- Sculpting
- Hair simulations
- Texturing
- Rendering



T-00
YAW 00°
drag to turn
08 — Contact
Let's build something in real time.
Graduating June 2027 · Open to VR, AR, and real-time 3D rolesResume PDF ↗
MUSTANG · FINAL LIT PASS


