Portfolio

3D Game Art

Here’s a range of my most recent 3D art that cover characters, props, vehicles, and environments. They were created mostly using Blender to model and render alongside Substance Painter for texturing. I’m proficient in hard surface modeling of real world and sci-fi themed assets as well as character art that is stylized or photoreal.

Professional VR Projects

Excavator in VR – I scripted a simple game design loop of shoveling garbage down a hole while earning points to buy power-ups. Multiple levels were designed using a modular layout kit. I set up the player controls and HUD, created art assets, sound effects, and music. This is a small title that launched on Steam. The project took 2 months from prototype to ship.

Excavator in VR – I scripted a simple game design loop of shoveling garbage down a hole while earning points to buy power-ups. Multiple levels were designed using a modular layout kit. I set up the player controls and HUD, created art assets, sound effects, and music. This is a small title that launched on Steam. The project took 2 months from prototype to ship.

Personal Game Projects

UE5 Laser Crusher Gauntlet (2021 Epic MegaJam) – The theme of the 2021 Epic MegaJam was “Running out of space.” So, over the course of a week, I created an obstacle course style level that featured ceiling crushers and laser walls that would force players to move along to avoid getting caught by the traps. I created all the environment art assets and set up the player controller, traps logic, and level logic in Blueprints using the all new Unreal Engine 5.

UE5 First Person Platformer – When the new Unreal Engine 5 became available through early access, I wanted to learn about its new graphical features and get a taste of what it’s like to develop games using the new engine. To that end, I created a small set of reusable environment art and gameplay assets along with a player controller that can double jump and dash (scripted with Blueprints). Then I brought all those elements together by designing a couple of first person platformer levels where the goal is to pass through all the red hoops.

Critical Mess – I scripted a simple game design loop of shoveling garbage down a hole while earning points to buy power-ups. Multiple levels were designed using a modular layout kit. I set up the player controls and HUD, created art assets, sound effects, and music. This is a small title that launched on Steam. The project took 2 months from prototype to ship. Made with Unity.

Deadweight – I scripted a wave shooter in Unity where the player survives as long as possible against 3 variations of enemies by shooting them and setting up turrets or traps. Built a variety of layouts inside the same basic stage. Created all the necessary art, VFX (gunfire, explosions, sparks, blood, etc.), and audio for the game as well. Released on Steam for PC and Mac.

Level Design and Grayboxing

Multiplayer Team Deathmatch Map – A medium-sized 3rd person shooter multiplayer map within a sci-fi setting. Fully playable with a simple 3rd person character and functional traversal gameplay such as ladders, elevators, and a zipline. Took 1 week to take from initial pen drawings to fully blocked out in 3D and playable in the Unity engine, complete with map drawings and visual aid to illustrate dynamic environmental gameplay.

Single Player Sci-fi Level – A medium-sized first-person level graybox set within a sci-fi setting. Fleshed out with basic lighting, scripting, and vfx. Geometry modeled in Maya and running in Unity 3D. Took about 4 days to put together. Designed with an emphasis on verticality and alternate routes.

Film, VFX, and Animation

This short film I created features advanced VFX film techniques such as motion tracking and 3D compositing as well as some charming character animations.