
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.
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
ZBrush
Substance Painter
Substance Designer
Unreal Engine 5
UEFN
Nuke
Houdini
Motion capture
Photogrammetry
Claude Code
ChatGPT Codex
custom Unreal MCP
Tripo
Hunyuan Pro
Cascadeur02 — 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.
Skills used
- Real-time VR development
- Blueprinting
- Modeling
- Texturing
- Environment design
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× · scroll to zoom
frame data
- lens
- 50mm · f/4
- shader
- brushed steel · sapphire
- plate
- tiled platform
plates
render passes
04 — 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


JBL-01 · Body & Grille
05 — Study · Environment Art
Abandoned Nissan S13 Environment Study
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
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 · 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
07 — 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
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





PH-01
The Column
05:00 · Germantown Road
Continental columns and artillery trains forming in the pre-dawn fog — wagons, guns and infantry dressed for the march on Cliveden.
Prototype · Pre-VR
Animation & weapon handling
An early-stages animation and weapon-handling demo, built to prove out the feel of the experience before moving into VR.
- Animation blending
- Weapon handling
- Pre-VR test
DEMO-01
08 — Contact
Let's build something in real time.
MUSTANG · FINAL LIT PASS



