AGL — Aidan G. Larson logo

3D Artist · Unreal Developer · VR/AR

Aidan Larson

3D visualization and digital design out of Philadelphia — sculpting, texturing, and shipping real-time worlds in Unreal Engine 5, with AI tooling wired straight into the pipeline.

Scroll

Shading pass

Render States

Raw topology — edge flow and polygon budget.

01 Wireframe02 Normals03 Textured

Scroll to scrub through render passes

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: generative 3D with Tripo, Meshy, and Hunyuan Pro, 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

3D & Sculpt
MayaMaya3ds Max3ds MaxZBrushZBrushBlenderBlender
Texturing
Substance PainterSubstance PainterSubstance DesignerSubstance Designer
Real-time
Unreal Engine 5Unreal Engine 5UnityUnityUEFNUEFN
Compositing / VFX
NukeNukeHoudiniHoudini
Capture
Motion captureMotion capturePhotogrammetryPhotogrammetry
Agentic tooling
Claude CodeClaude CodeMCPMCPcustom Unreal MCPcustom Unreal MCPcustom Unreal MCPTripoTripoHunyuan ProHunyuan ProCascadeurCascadeur

03 — Study

Automotive Design Study

A hard-surface exercise in panel flow and reflective paint. Drag across the frame to scrub the render stack — raw topology, tangent-space normals, and the final lit pass.

focus pass

lighting plates — tap to expand

Ford Mustang render — Tunnel Run
Tunnel Run
motion plate · practical strips
01
Ford Mustang render — Warehouse Profile
Warehouse Profile
studio plate · brick bounce
02
Ford Mustang render — Harbor Dusk
Harbor Dusk
dusk plate · wet asphalt
03

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 90fps for client-facing design review.

04 — Study · Horology

Citizen Eco-Drive Study

A full product visualization pass on a Citizen classic — skeleton movement, guilloché dial, calfskin strap and engraved caseback. Hover or drag across the frame to drop a loupe onto the surface and inspect the micro-detail.

frame data

lens
50mm · f/4
shader
brushed steel · sapphire
plate
tiled platform

05 — 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.

Scroll-driven wipe
JBL Flip product visualization — body and grilleJBL Flip product visualization — control deck

JBL-01 · Body & Grille

06 — Study · Environment Art

S13 Diorama

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.

shot 01 / 03

S13 diorama environment render — Work Light Three-QuarterS13 diorama environment render — Door GapS13 diorama environment render — Rear RevealS13 diorama environment render — Overgrowth CloseS13 diorama environment render — Head-OnS13 diorama environment render — Establishing Wide

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.

04 — Contact

Let's build something in real time.

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© 2026 Aidan Larson — Philadelphia, PA