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Conversations with Candy Yi

Today we’d like to introduce you to Candy Yi.

Candy, we appreciate you taking the time to share your story with us today. Where does your story begin?
My journey into art began during my final year of high school, when I started formal art training and went through the art college entrance examination in China. At that time, I was still discovering what kind of artist I wanted to become, but that experience became the starting point of my creative path.

Later, I studied 3D Animation through a joint program between Zhongnan University of Economics and Law in China and Dongseo University in South Korea. My undergraduate years gave me a strong foundation in 3D art. I was introduced to different areas of the pipeline, including modeling, sculpting, texturing, and animation, and I began to understand how different software and techniques work together in production.

Outside of class, I continued practicing digital painting, especially environment concept art and illustration. Over time, I realized that I was especially drawn to environments. Compared with creating a single character or prop, I loved the idea of building a complete space — a place with atmosphere, history, emotion, and small details that could invite viewers or players to imagine a larger story.

That realization gradually shaped my direction. Environment creation became the part of the workflow I enjoyed the most because it brings so many skills together. It involves composition, modeling, materials, lighting, storytelling, and presentation. Near the end of my undergraduate studies, while I was completing my graduation project, I also started preparing a portfolio for graduate school in the United States. I wanted to continue developing my skills and move closer to the game industry.

During my senior year, I was accepted into the graduate program in Interactive Design and Game Development at Savannah College of Art and Design, also known as SCAD. After entering graduate school, I became much more focused on 3D game environment art. I chose most of my electives around environment art, game art, and real-time production because my goal was to become a 3D Game Environment Artist after graduation.

SCAD was where I began to use Unreal Engine more deeply. I learned how to bring models, materials, lighting, and effects together inside the engine, and how to present a complete game environment through real-time rendering. During graduate school, I explored both realistic and stylized work. At the beginning, I was not very familiar with the full environment art pipeline, but through each project, I became more confident. Eventually, I was able to complete environments independently, create multiple final renders, and produce presentation videos for my work.

We all face challenges, but looking back would you describe it as a relatively smooth road?
The period after graduation, when I was looking for my first job, was probably one of the most difficult stages of my journey. I sent my portfolio to many artists and industry professionals, and whenever I received feedback, I tried to use it to improve my work. At the same time, I kept making new pieces and staying connected with people in the industry.

It was also a very anxious time. I often doubted myself and questioned whether I was good enough. What helped me the most was focusing all my energy on creating. I tried to stay immersed in my work, keep improving, and not let those doubts take over. After about three months of continuous effort, I started receiving several interview opportunities, and eventually, I was able to take my first step into the industry.

Thanks for sharing that. So, maybe next you can tell us a bit more about your work?
I currently work in the game industry as a 3D Environment Artist. One of my strengths is creating 3D game environments from the ground up — from basic modeling, sculpting, and material creation to bringing everything into a game engine for integration, lighting, effects, and final rendering.

I truly enjoy the process of creating 3D environments because it feels like I am building my own worlds. Each environment gives me the opportunity to explore different cultures, historical periods, and visual settings, then translate those ideas into an interactive space. That is one of the most exciting parts of environment art for me: being able to create places that feel believable, atmospheric, and full of story.

One of my latest environment pieces is Chronicle of Oddities, a 1930s London curiosities boutique. The shop owner is an avid adventurer who travels around the world collecting antiques and medicinal herbs. Through this project, I wanted to create a space filled with history, mystery, and personal character — a shop where every prop and detail could suggest a story about the owner’s travels and interests.

This project is available on my ArtStation portfolio:
https://www.artstation.com/artwork/6LrZax

It was also later published on Fab and Cosmos, which was a meaningful milestone for me. It gave the work a life beyond my personal portfolio and allowed it to become something other artists and developers could explore or use in their own creative process.

Fab:
https://www.fab.com/listings/db7b235b-3819-466a-9f0e-ece5488c4c2e

Cosmos:
https://cosmos.leartesstudios.com/environments/akairo-steampunk-inventors-workshop

You can also view more of my work on my personal website and ArtStation:

Personal Website:
https://www.candyyi.com

ArtStation:
https://www.artstation.com/candy-y

Although most of my professional and portfolio work focuses on 3D environment art, I also still love drawing. In my free time, I like to use drawing as a way to record moments from my daily life or trips with friends. At the same time, I have also been learning more technical art skills on my own, because I hope to become a more versatile artist in the game art field.

We’d love to hear about how you think about risk taking?
I would not say I have taken a huge risk at this stage of my career, but I have always been drawn to challenges and new experiences. For me, growth often comes from stepping outside of what feels familiar — trying new workflows, taking on more ambitious projects, and pushing myself to create work that is stronger than what I made before.

Right now, I am focused on continuing to challenge myself and creating better work. I hope to use different opportunities to let more people see my art, share my experience with others, and keep growing in the game industry. My goal is to gradually build a body of work that represents both my skills and my personal voice as an environment artist.

Contact Info:

An open illustrated book sits on a cluttered desk surrounded by an armillary sphere, papers, and antique instruments.

Antique telephone with a round dial on a cluttered desk in a dim room.

An ornate brass instrument and scientific equipment sit on a cluttered wooden workbench in a dim room.

Misty, green-tinted view of towering stone structures above a deep chasm, with small figures and lights.

A hooded figure stands beside a stone structure in a misty, dimly lit scene.

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