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Joshua Buck | BA (Hons) CGI and Visual Effects
Specialism – Game Assets with a focus on Texture work.
Josh Buck has been one of this year's top hard surface modeller's this year! with a strong eye for visual storytelling and a real strength in textured asset creation, he has really flown through the year and created some stunning artwork (the images speak for themselves!). Throughout his time on the course, he’s demonstrated a clear passion for game art pipelines and a consistent drive to produce technically solid, game-ready props. Always looking to push his skills further, Josh has developed a confident workflow and a growing interest in optimising assets without sacrificing visual quality.
For his Final Major Project, Josh set out to build a modular asset pack centred around a disused garage environment, filled with detailed, weathered props like a rusted bike, old furniture, and vintage camping gear. With a strong focus on narrative-driven asset design, the project explores how texturing, surface wear, and prop variety can tell the story of a space. Josh has placed particular emphasis on UV optimisation, clean topology, and real-time implementation, building assets with consistent texel density and preparing everything for engine use.
Drawing on past successes—such as his 1980s Magnavox Touch-Tune TV mini-project—he’s created a full production pipeline from modelling through to Unreal Engine presentation, including custom lighting and rendering templates for quick turnarounds. This final body of work shows his readiness for studio environments and a clear understanding of industry expectations. With ambitions to work at studios like Naughty Dog or Techland, Josh is developing into a reliable and detail-driven artist, with a great instinct for how objects shape the worlds they belong to.
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Part of Josh's visual adventure this year has been exploring how texture can be used to convey a sense of narrative.
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