Giacomo Morbioli_Profile with Text.png

Hey everyone! My name is Kieran and I am a 20 year old graduate Environment Artist looking for an opportunity to grow my abilities to their greatest potential. I come from a background of 6 years in the Fine Arts and have always been passionate about the creative world and exploring imagination and culture.


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What are your hobbies and interests?

Of course, I play an enormous amount of video games such as competitive games like Apex Legends and fighting games such as Guilty Gear. I also really cherish single player experiences that get you lost in their world- these have provided me with some of my most beautiful memories. Outside of games, I really love to play tennis - I have been a member at my local club for over 2 years now and have played ever since I was incredibly young.

What makes you unique?

I have a background of 6 years in the Fine Arts which means that I have an innate understanding for the traditional theories which has provided me with a a strong foundation to develop on. My curiosity is my strongest attribute, so I am always up to date with the methods in the games industry such as the understanding of PBR and upcoming methods such as photogrammetry and Quixel integration.

What are your biggest strengths and weaknesses?

My biggest strengths are modelling and texturing. I have a deep understanding of the different workflows such as high to low poly and weighted normal's to create a high quality in fidelity and detail-oriented asset. I thrive in organic environments but have recently practiced hard surface to maintain a more generalist understanding. My greatest weakness is spending too much time on smaller details, which has caused a loss in production time for other assets.

Describe a challenge that you had to overcome in your group projects.

In the recent portal environment team project, it was incredibly difficult to create a cohesive damage that compliments the narrative of the environment. The damage was caused by a singularity which is an implosion rather than an explosion so achieving the correct directional force for the warped/broken geometry proved difficult. It was also difficult to avoid the asset looking too undulated and low poly. To overcome this we looked further into real life destruction reference and revisited the distribution of polys to allow for a more believable environment.

Which game inspired you the most to choose this career path?

Final Fantasy 15 and Dishonoured are two of the most beautiful games I have ever played and they have never left my mind ever since I played them.

If you woke up in a in a videogame, what would your special ability be?

Polymorphing. If someone was ever being rude to me or being annoying, I would just transform into them so that they become conflicted.

What was your crowning moment of your time at Escape?

My work was used as a strong example for the second-year class. That was quite a prideful moment and it's awesome knowing that I potentially helped to inspire some new students.