Per Niemann

Lead Realtime 3D Artist | Unreal Engine Specialist

| Art Direction | World-Building | Workflow Consulting


Crafting cinematic visuals and streamlining workflows
| 15+ Years Experience

| Games | XR | Virtual Production | Automotive

| Environments | Assets | Lighting | Procedural | Tools

Per Niemann

Lead Realtime 3D Artist | Unreal Engine Specialist

| Art Direction | World-Building | Workflow Consulting


Crafting cinematic visuals and streamlining workflows
| 15+ Years Experience

| Games | XR | Virtual Production | Automotive

| Environments | Assets | Lighting | Procedural | Tools

+PGC
world
building

Lead Realtime 3D | UE5 SpecialistService |

| REALTIME & VIRTUAL PRODUCTION SPECIALIST

I offer full-spectrum 3D art, world-building, and real-time visualization services backed by 15+ years of experience. My specialty is harnessing Unreal Engine for cutting-edge results – from photoreal lighting & shading to expansive landscape environments. I’ve built scenes ranging from sweeping digital landscapes to detailed automotive visualizations, always with an eye on storytelling and technical excellence.

| CREATIVE COLLABORATION & LEADERSHIP

From mood boards to final pixels, I shape the visual language of a project: lookdev, lighting style, color scripts and cinematic framing — plus the technical roadmap that makes it all feasible.

| FLEXIBLE INTEGRATION - REMOTE or ON-SITE

Your place or mine? I integrate with teams on-site or fully remote,
bridging art and tech while keeping workflows smooth and deadlines safe.


In short, I’m here to make your vision a reality – whether that means building an immersive 3D world, lighting a cinematic scene in Unreal, or consulting on how to streamline your production. I bring a broad skill set but always focus on the areas of highest impact for your project.

FROM INDIE TO AAASkillset |

Engines

Unreal Engine | Lumen & Pathtracing | BP | PCG | Niagara
Three.js | web

| PIPELINE SETUP & PROJECT CONSULTING

Designing data flows, automation and version-control so teams iterate faster and assets arrive engine-ready.

| LIGHTING & RENDERING

Crafting cinematic, physically-plausible lighting in Unreal Engine 5—with hero stills rendered with pathtracing when needed.

| TEXTURING & MATERIALS

Authoring PBR materials from scan data or hand-painted layers, plus performant shader libraries for real-time use.

| AI ASSISTED WORKFLOW

Leveraging generative AI and smart prompts to accelerate concepting, UV chores and look-dev—speed without quality loss.

| MODELING & SCULPTING

Building clean-topology, animation-ready assets (hard-surface or organic) with detail exactly where the camera needs it.

| PROCEDURAL GENERATION

Using Gaea, Geometry Nodes and in-engine tools to create vast terrains and endless variations at studio scale.

APPS & TOOLS

| 3D

Blender
3ds Max
ZBrush

| TERRAIN

Gaea
World Creator

| SHADING

Megascans | Quixel Suite
Substance Designer | Painter

| 2D & COMP

Photoshop
DaVinci Resolve
Figma

| OTHER

Marvelous Designer
VS Code, Cursor AI
Revision Control (i.e. Git, Perforce)
TaskManagement (i.e. FTrack, etc.)

3D est. 2003Trusted by |



“The same eye behind my lens guides every pixel I light.”

get in touchContact |

| Social

linktr.ee

| Digital

Schedule a Meeting!

phone +49 (0) 151 1570 3114
mail pn ( at ) perniemann.com


| Analog

Hamburg
Germany

est. 2003Bio |

I build worlds in real-time. For 18 years I've blended cinematic art direction with technical logic—shipping seven PC/console titles, spearheading XR activations for BMW, Audi and Royal Caribbean, and mentoring 40+ artists. Today I consult and create for agencies, game studios and tech innovators who need visuals that look like film and behave like code. Hamburg‑based, globally available.Key skills: Unreal Engine worldbuilding • Lumen lighting & look‑dev • Pipeline design & optimisation • Creative/technical leadership.

more

Originally trained in physics at the University of Hamburg, I pivoted to 3D art at AEP Digital Arts Academy and later specialized in environment and character design at Think Tank Training Center, Vancouver. Since 2007 I’ve worn many hats—character artist on Velvet Assassin, senior environment artist, indie art lead, and R&D prototypes. Freelancing from 2009 onward, my credits range from high‑fidelity naval training sims to TV commercials, product configurators and virtual production.

Alongside production, I taught modelling, texturing and rendering to over 40 artists at AEP, a role that shaped my mentoring style. In 2018 I co‑founded artnorama, exploring gallery installations and concept art.

Today I offer a rare blend of seasoned artistry, technical leadership and entrepreneurial vision. Whether it’s consulting on a real‑time pipeline, art‑directing a cinematic teaser or building an immersive environment from scratch, I tackle each brief with passion, precision and a dash of offbeat creativity.