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Raúl Falcón

Technical Environment Artist

Real-Time 3D · Environment Systems · Tools

I build real-time environments and the systems behind them: modular kits, asset pipelines, and technical workflows.

RISD Industrial Design graduate based in Puerto Rico, focused on Technical Environment Art and Technical Art. My background spans Blender environment art, game development, VR, hardware prototyping, and visual storytelling.

Now: building a modular environment kit in Blender and Unreal Engine 5. Next: materials, profiling, Houdini, and Python, then C++ and real-time rendering.

Based in Puerto Rico. Pursuing Technical Environment Art and Technical Art opportunities in games and real-time 3D.

Technical work

Technical Environment & Real-Time Work

Environment art for a shipped game, from Blender into the engine.

Hungry Haus title screen: dripping red title text beside a pixelated Victorian house under a full moon
01Shipped

Hungry Haus

Environment Art · Game Development · Blender / Godot

A first-person horror puzzle game shipped by an 18-person student team. I modeled, UV-mapped, and textured environments and props in Blender, brought them into Godot, and ran playtests.

Role: 2D/3D artist, Brown–RISD Game Developers · Feb–May 2025

Tools: Blender · Godot 4.4

Read the Hungry Haus case study

Technical Systems & Interactive Work

Working inside hard constraints: a NASA competition rover and a VR learning app.

Two RISD Rover Team riders steering the rover over a hay-bale obstacle on the NASA HERC course
02Completed

NASA HERC rover steering

Technical Systems · CAD · Fabrication · Engineering Constraints

Seven steering iterations to resolve interlocking geometry conflicts (suspension, leg clearance, ground clearance, turning radius), then fabrication in carbon fiber for RISD’s human-powered rover.

Role: Steering co-designer and fabricator, RISD Rover Team · Sep–Dec 2025

Tools: SolidWorks · Fusion 360 · 3D printing · Carbon-fiber layup

Read the NASA HERC steering case study
CurioXR in a Meta Quest headset: a Chemistry tablet with bond tools below two floating 3D molecules
03Completed

CurioXR

Spatial Computing · Real-Time 3D · Blender

Designed reusable in-headset tablet systems for a Meta Quest science app, sized for hand tracking, and modeled 3D molecules in Blender for the app.

Role: Product designer, remote · Jun–Aug 2023

Tools: Meta Quest · Blender · Photoshop

Read the CurioXR case study

Where my skills stand

  1. Built

    • Blender environments and props for a shipped Godot game
    • 3D molecule assets for a Meta Quest app
    • An Unreal Engine 5 real-time cinematic (2024)
    • Seven CAD-to-carbon-fiber steering iterations
  2. Building

    • A modular environment kit in Blender
    • A Blender → Unreal Engine 5 asset pipeline
  3. Learning

    • Modular discipline: grid, scale, pivots
    • Unreal Engine 5 level workflow
  4. Next

    • Trim sheets and Unreal materials
    • Profiling and optimization
    • Houdini and Python tools

Long-term: C++, graphics math, and real-time rendering.

Selected Earlier Work

Research, visual communication, and production: long projects I carried to the finish.

Thumbnail for “We Keep Getting Spinosaurus Wrong”: an adult Spinosaurus resting with hatchlings climbing over it

Enchiridion

Visual Communication · Research · Production

A science and paleontology YouTube channel I researched, wrote, directed, and edited: 127K+ subscribers, 38M+ views, and a Spinosaurus documentary with 36M+ views on its own.

Read about Enchiridion
Thumbnail for the animated short Yusra Mardini: the swimmer resting at the edge of a pool

Award-winning films

Animation · Short Film

Short films on refugees, the ocean, and human rights: a YoungArts Winner, global 2nd place in Young Reporters for the Environment, and a Bow Seat Bronze Award.

Watch the award-winning films

Archive

Industrial design, earlier games, graphic design, music, and visual art, sorted by discipline.

Browse the full archive

About

Portrait of Raúl Falcón in a tan blazer

I graduated from the Rhode Island School of Design in May 2026 with a BFA in Industrial Design. It trained me to think in systems, spatial relationships, constraints, and prototypes.

I’ve modeled and textured environments in Blender for a shipped Godot game, built 3D assets for a Meta Quest app, made a real-time cinematic in Unreal Engine 5, and iterated a NASA competition rover’s steering through seven versions.

Across that work I became more interested in the systems that make environments work than in any single asset: modular construction, pipelines, materials, tools, and performance. That is what I’m building toward now.

Before this, I built Enchiridion, a science channel with 127K+ subscribers and 38M+ views. It taught me to research deeply, iterate against data, and finish long projects.

More about my background

Contact

Pursuing Technical Environment Art and Technical Art opportunities in games and real-time 3D. Email is the best way to reach me, in English or Spanish.

raul@rfalcon.com

LinkedInRésumé