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Patrick Byers

Open to studio and remote

Patrick Byers

3D prop & environment designer. I model the objects and spaces players move through — props, rooms, and the path between them.

2D/3D Data Imagery Editor at Apple

Wooden arched bridge over still water, grassland under a late-day sky.
Bridge at last lightProp studies

02 — Practice

How I like to work

I usually start with a greybox, then dress. Hero props should still be easy to pick out when you only have a second. A shop, a floating island, an attic — each space is trying to make the next step obvious. I work in 3D so the world and the play stay in the same conversation.

01

Clear silhouettes

I try to make potions, doors, and ledges easy to pick out in a hurry. Hero props get the extra attention; the rest of the kit supports the path.

02

Playable dressing

Collision, cover, and sightlines come first. Dressing is how the world explains those choices — not wallpaper on top of a greybox.

03

Kits that hold

Modular pieces should combine without looking like a pile of repeats. A bit of trim, wear, and a few authored heroes go a long way.

Desk with an open Maya rigging book beside a 3D printer.
Desk side — notes open, printer at the edge

How I work

Blockout, kit, hero, dress. I stay close to the player path so the art and the movement agree with each other.

  • 3D prop modeling
  • Environment art
  • Level blockout
  • Modular kits
  • Hero props
  • Collision & playspace
  • Lighting support
  • Holographic materials
  • Diegetic UI
  • Niagara VFX
  • Asset management
  • Light gameplay scripting

Software

3ds Max · Blender · Maya · Substance Painter · Unreal Engine · Unity · ZBrush · ShapeLab · Fusion 360 · AutoCAD · SolidWorks · Photoshop · Premiere Pro · Jira

Patrick Byers’ desk: three monitors with 3ds Max open on a prop, a tablet, and controllers.

03 — About

A little about the work

I’m a 3D prop and environment designer. I greybox spaces, build modular kits, and put hero objects where the player is likely to look. A lot of the work sits between art and design: how a hut reads from the air, how a hologram marks a doorway, how a rug and a row of vinyl make an attic feel lived in. At Full Sail my thesis focused on diegetic user interfaces — information that lives in the world instead of on a HUD. The holograms on RHM grew out of that.

On Elixir Blitz: Saya’s Trials I was a level designer and prop designer, with a few passes of gameplay work. I built a floating island so a flying mount could forage in the open, then lit it and dressed the backdrops so the world felt larger than the playspace. On My First Regeneration I designed props for a crashed time traveler — a drone, a reactor, and the crystals that help you leave. On RHM: The Foundation I built holograms in the material editor, the attic they sit in, and a secret stage with audio-reactive Niagara. At Zygobot Studios I managed and authored assets for Unreal and Unity so props stayed inside size and budget. Between projects I keep a small shelf of independent props: a bridge, a pillar, a table, a pendant, a skeleton.

I earned a B.A. in Game Design at Southern New Hampshire University in 2024, then an M.S. in Game Design at Full Sail University in 2025, graduating as valedictorian with a 3.96 GPA. I’m based in Princeton, Texas, and looking for 3D environment and prop roles — kits, hero objects, and levels that feel good to play in.

04 — Contact

Get in touch

3D prop and environment roles, level dressing, and kits. I read every note.

Princeton, Texas · Open to studio and remote

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