When it comes to game environments, I tend to work with and beyond the concept art and references to make sure the end result is as believable and playable as possible, without sacrificing modularity in the modelling and UV planning and unwrapping, texel density, and keeping a close eye to polycount.
All of this by tightly working with both level and game designers to ensure the best possible outcome.
To achieve this, I've worked with tools such as: ZBrush, Blender, Substance Designer, Substance Painter, Topogun 2, nDo. Taking my work into engines like Unity 5, Marmoset Toolbag 2 and UE4.
Feel free to visit my portfolio at: www.octostera.artstation.com
*phone: +54 9 11 2689 0054