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 – As part of an OSHA hazard training VR application, I modeled and textured a detailed excavator asset using Blender and Substance Painter. Below you can watch a clip of how it appears in VR running on the Unity engine. Great care was taken to maintain realism, accuracy, and correct scale. I took abundant reference photos of an actual excavator and even generated a rough 3D scan to work from.
Build Up VR Training – I was the sole 3D artist who provided art assets in addition to animations and shader FX as needed for this project. Users can grab tile and drywall pieces off the tables and place them on the grid wall or floor to learn about home construction and measuring building materials to fit a specific dimension. I generated conceptual 3D art designed to appeal to young students before building out the final assets and setting up shaders inside Unity.
Personal Game Projects
UE5 Laser Crusher Gauntlet (2021 Epic MegaJam) – The theme of the 2021 Epic MegaJam was “Running out of space.” Over the course of a week, I created an obstacle course style level that featured ceiling crushers and laser walls that would restrict areas that players can stand safely. 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.