Portfolio 3D
“I specialize in 3D , environment design, and visual storytelling. I enjoy crafting immersive worlds that capture the imagination, combining detailed modeling, texturing, illustration, and thoughtful design to bring every scene to life. My focus is on creating engaging digital experiences where both the environment and the story it tells are equally compelling.”
— Margo Rietman
Portfolio Gallery
3D Art Works
PROCES
For Procces, scroll down on the page
Dolor god of greed - 2022
For my college project in Year 2 at SintLucas, I had to create a work within a cube-shaped space measuring 20 by 20 meters. Each of us received a theme for our cube world, and I chose Spiritual as my focus.
Dolor The God of Regret story
In a world where emotions are gods, the God of Regret takes the form of a colossal whale drifting through the cosmos, carrying an island on its back. A glowing blue forest covers the island, where a spectral deer guides souls to portals revealing their deepest regrets. These portals offer a chance for reflection and redemption before a harsh afterlife. Jellyfish-like spirits, failed souls from past trials, float eternally alongside the whale, glowing as reminders of lost opportunities.
Dolor god of greed proces
I started this project with the theme magical and began by creating a cube world as a base exercise. From there, I made a style board and a moodboard to explore colors, atmosphere, and overall visual direction.
Next, I sketched out my ideas and experimented with different island shapes, asking for feedback to select the best option. Once the shape was chosen, I made a detailed drawing as a reference and began modeling the island and trees.
I created all the textures myself in Substance Painter, carefully considering color, material, and mood. Finally, I assembled the scene and uploaded it to Sketchfab to showcase the environment interactively.
This process highlights my approach to concept development, iterative design, modeling, texturing, and final presentation, showing how I bring an idea from concept to a fully realized 3D environment.
I want you here- 2025
For this HKU project, I had to create an environment that told a story without signs or text—just through the space and props. The goal was to convey a narrative entirely through the design of the environment itself.
Story
Proces
The game takes place in Lonely Valley, once the largest and most vibrant city in the world. But those glory days are long gone. A devastating catastrophe has turned the city into an abandoned, ghostly place.
The catastrophe: During a war with the Shadow Realm, a monstrous creature was unleashed upon the city. This being plunged everything into chaos. Now, Lonely Valley is shrouded in dense fog, its streets filled with petrified people — victims of the monster.
The monster:
The creature is extremely dangerous and reacts to light and sound. Every careless noise or sudden flash could mean your end.
The radios:
Scattered throughout the city are old radios that were once used to help people find their way. These devices emit both light and sound — once vital for survival in the aftermath of the disaster. But now, they’ve become deadly traps: if the monster is near, a single radio could seal your fate.
I started with a mood board, then looked at the story of my D&D campaign and developed the concept further. Next, I created a blockout to get a sense of depth and layout, followed by a more detailed environment sketch. After that, I began modeling the props and other elements — some assets I sourced from the internet.
Once everything was in place, I assembled the scene, added sound and fog, and finally blueprinted the prop in Unreal Engine. This was my first time working in Unreal. ( See slide show for process)
Reigh of the stone- 2025
For this project, I worked on a concept similar to “I Want You Here,” but with a twist: the prop had to actively change something in the environment. In my case, the stone served as the focal point, influencing and shaping the surroundings to tell the story entirely through environmental design.
Story
Proces
In the forgotten realm of Lonely Valley, a fragment of a god’s essence lies — the Stone of Ianis. Born from the fury of Ianis, god of the void and unending hunger, it carries his dark power.
Long ago, a great crystal shattered during a cosmic war, scattering three fragments. One was lost, one fell to mortals, and one — the Stone — remained tainted, capable of granting immense strength to anyone who claims it.
Those who touch the stone feel an immediate surge of power, clarity, and confidence. But its gift comes at a cost: doubt fades, obsession grows, and the bearer becomes bound to Ianis’ will. The god whispers from the void: Return to me. Cast yourself into the silence that is mine.
Legends warn that the stone can open a gateway to Ianis himself, but all who seek to wield it for domination fall to madness. It is not evil — it mirrors the heart of its holder, amplifying desire, ambition, or compassion.
The Stone of Ianis is a symbol of temptation and the corrupting lure of power. Those who understand it face a choice: cast it into the void or risk losing themselves for godlike strength. Ianis still waits in the endless dark, calling the next soul bold — or foolish — enough to claim it.
I started by sketching the story and the main prop. After that, I created an overpaint of my blockout to refine the initial layout. Then I began experimenting with color. Following this, I made a few stones and the paint prop, and I also found some assets online. Finally, I put everything together and created the trailer.
Concept art lessons
Here you see a 3D enivorment for my game Unbound. The game is about a child who lost his grandma and the mom explain how dead works. -2025
I started this project with a two-word prompt from a university exercise and created moodboards exploring characters, emotions, and storytelling through color. I collected a large library of inspirations and experiments, aiming to create a game that shows transformation and change.
I decided that clay would work well for the style, so I scanned a character in clay and built the environment and assets from there. I also designed an important object for the game, experimenting with roach-like shapes and iterating on them. Alongside this, I conducted color studies and experimented with different moods to find the right emotional tone.
For stylistic inspiration, I looked at games like It Takes Two and adapted elements of their visual language while making it my own. This process allowed me to combine hands-on sculpting, digital 3D modeling, color experimentation, and environmental storytelling in a cohesive way.
Lingokabe-2025
For Lingokabe, I created my own language and combined 2D and 3D art to develop a unique game experience. The project explored what it feels like to be in a different country with no one to communicate with. I conducted research to understand this experience, and the result is a playable demo that effectively conveys that feeling. The project is still in development, with plans to release it on Steam and Itch.io
Story
Proces
Lingo Kabe is a story about an alien who moves to a different planet and has to find work without knowing the local language. The story explores the challenges of communication, adapting to a new culture, and figuring out how to navigate life in an unfamiliar world.
I started with a new fascination I had: the Language Barrier Wall. As part of this, I created my own language by mixing Japanese, Nordic, and Latin, using AI to help generate ideas. From there, I experimented with games that tell a story through their environment. I then created a questionnaire and conducted interviews with people from other countries.
After gathering insights, I began developing the game itself, using a 3D pixel program. I established the 3D pixel art style and coded the game in C#. Finally, I also composed the music myself.
Biodivercity
With this project I had to work with a client with a hku group project about only planet
This city might feel a bit grey and bare right now, but it doesn't have to stay that way. We can bring back more life, step by step. Planting a few trees along the street, birdhouses, and much more. Discover all the changes with the choices you can make in the game. Watch old Utrecht buildings transform into a greener city, just as it has changed in real life in Utrecht. Can you make the city more biodiverse? 🌿
https://margo202o.itch.io/biodivercity
In the dark
In the Dark (Ongoing Project)
I’m currently developing In the Dark, a horror game with a cute, nostalgic visual style, contrasted by a menacing monster. Players have 10 candles that protect them from a creature draining the world’s energy. The game emphasizes listening and spatial awareness, as players must use surround sound cues to navigate safely and avoid the monster. This project explores atmosphere, tension, and environmental storytelling, and allows me to experiment with stylized 3D art and audio-driven gameplay.
my proces went like this i started with a rescreach document and than i made a style board after that i sketched a little drawing of the character and i started designing sounds and sketches of buildings. after that i made the models and texturing after this is rigged stuff , the only thing i rigged fully myself was the monster the character i used mixamo for
Lost - 2024
Lost was a game I started creating about a guy who falls asleep on a boat while trying to reach his friends. He travels through his memories, waking up in a kind of limbo. In the game, the player follows an orb to find memories, and after collecting them, must spam the spacebar to release them. Only by letting go of these memories can he finally reach the island.
This project was inspired by my personal experience of having to let go of certain friends and friend groups. Unfortunately, the project became corrupted and didn’t go as planned. However, I learned a lot from the process, including how to properly use a hard drive, which I’ve since bought several of. I made everything myself
Museum of change- 2021
This was my first VR and full game project, created during COVID-19. The game simulates visiting a museum and focuses on showcasing lesser-known or underappreciated artists who made a meaningful impact. It was my first experience designing and building a complete game, and it taught me a lot about VR interaction, storytelling, and creating immersive environments.












































































































