Julia de Veld: Developing environment art skills at BUas

Julia de Veld: Developing environment art skills at BUas

03/11/2026 - 09:31

Julia de Veld is a second-year Creative Media and Game Technologies (CMGT) student at Breda University of Applied Sciences (BUas), following the Visual Arts track. With a background in graphic design and a growing fascination with game environments, Julia has developed a passion for crafting detailed, atmospheric spaces in 3D. In this interview, she shares how she discovered BUas, the inspirations behind her work, and the creative process behind one of her recent environment art projects.
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Can you introduce yourself and tell us about your journey to BUas? 

Julia: ‘Before coming here, I studied as a graphic designer at an MBO school in Rotterdam. During that time I was already interested in art and visual creation, but I wasn’t completely sure what direction I wanted to take yet.’ 

‘While I was studying, a BUas student visited our school to talk about the CMGT programme. At the time it caught my attention, but I didn’t immediately decide to apply. Later, when I started looking for a follow-up study after finishing my MBO, I visited an open day at BUas. The atmosphere there felt very welcoming and inspiring, and that experience convinced me to apply. I went through the intake process and was accepted.’ 

Were you always planning to continue studying after your MBO? 

Julia: ‘Yes, I knew I wanted to continue studying. Graphic design was something I enjoyed, but I was also very interested in games and game art. When I learned that the programme at BUas focused specifically on games, it felt like a perfect fit.’ 

‘I could have chosen a broader design study somewhere else, but games really appealed to me. I liked the idea of creating art that becomes part of an interactive world.’ 

What kind of games inspire your work? 

Julia: ‘I get inspired by many things, sometimes even by very small details in games. For example, when I play something like Horizon: Zero Dawn.’ 

‘A big inspiration for me is the indie game Hollow Knight. It originally started as a game jam project during Ludum Dare and was later developed into a full game by a very small team. Everything in it is hand drawn, and the world feels incredibly rich and detailed. I love seeing how a small group of people can create something so beautiful and memorable.’ 

One of your recent assignments focused on modelling a real building. Can you tell us about that project? 

Julia: ‘Yes, that was an individual project where we had to recreate a building with interesting architecture and repeating assets, in the style of either the Last of Us or The Order 1886, with a medium topology. I chose a building in the Baronielaan in Breda because I really liked the small architectural details in the façade.’ 

‘The assignment lasted about eight weeks. In the first week I had to select a building and get it approved. After that, I started analysing the structure and identifying which elements repeat, such as windows, wall ornament, belly bands and quoins. Those repeating parts are important because they help you build the model efficiently.’ 

‘To get accurate measurements, I went to the building itself. I even rang the doorbell and asked the owner if I could measure parts of the exterior. They were curious about what I was doing, and they allowed me to take measurements in the front yard. That helped me understand the scale of everything.’ 

What was your creative process here? 

Julia: ‘First I studied the building closely and collected reference images. Many photos  aren’t perfectly straight or accurate, so I also had to draw a correct front perspective. This helped me to get the approximate measurements.’ 

‘After that I moved into modelling the building and its repeating assets. Then I started working on the materials and textures, especially the brick patterns and different tile structures on the building.’ 

‘I built up the scene in Unreal Engine iteratively, modelling an asset, bringing it in to see how it looked, then creating and applying textures before moving on to the next piece. This back-and-forth process allowed me to gradually refine the lighting and atmosphere as the scene came together. I wanted the scene to feel a bit darker and more atmospheric, inspired by the game The Last of Us. I added elements like plants and environmental variation to make the space feel more alive.’ 

What was the most challenging part of the project? 

Julia: ‘Lighting was definitely the hardest part for me. It’s something I’m still learning and experimenting with. I spent quite a lot of time adjusting lighting settings, fog, and atmosphere to get the mood right.’ 

‘Another challenge was working with layered materials and making sure different textures blended well together. It’s a technical process but also very creative at the same time.’ 

What kind of feedback did you receive on the project? 

Julia: ‘During the block I received feedback from both lecturers and other students. At one point the scene looked a bit bland, so I experimented with lighting and more atmospheric effects.’ 

‘One thing people liked in the final result was the focus on smaller architectural details, especially elements around the balcony and the dormer. Those parts look complicated, but they were actually created using fairly simple techniques.’ 

What direction would you like to go in after your studies? 

Julia: ‘I’m particularly interested in becoming an environment artist. I enjoy building spaces and creating the mood of a world. Environments are where storytelling happens visually.’ 

‘Of course, roles in the industry can vary. In large studios you often have very specialised positions, while smaller studios might require artists to work on many different things. For now, I’m still exploring and developing my skills to see where I fit best.’ 

Is there anything you would still like to add to the project? 

Julia: ‘Even though the assignment itself is finished, I’d still like to expand the scene. I want to add things like a chimney, more colour variations in the roof, and more vegetation around the building. I’m also thinking about adding elements to the street and garden to make the environment feel more natural and lived-in.’ 

 

You can see more of Julia’s work on her LinkedIn or ArtStation