Projects

Coldsnap

Icebreak Studios logo

Summary

For Coldsnap, I was tasked with creating 3D prop and environmental assets. The vast majority of the work that I have done has been creating pieces for modular kits. Each kit created corresponds to a certain level within the game. Each asset follows the guidelines of hard surface modeling and must stay under a polycount of 10k.

Engine:Unreal
Team Size:20
Duration:32 Week Development Cycle
Role:3D Environmental/Prop Artist

Spawner

About

The spawner acts as a hub for enemies to generate from. It was made with the idea of a factory kept in mind.

Details

Faces2960
Triangles5794
Vertices1854

Common Upgrade Capsule

About

The common variant of the upgrade capsules is meant to represent a simple energy core.

Details

Faces776
Triangles1616
Vertices802

Powerful Upgrade Capsule

About

The powerful variant of the upgrade capsules is sturdier and more robust. It has an outlining frame to represent its increased affect on the player's characteristics.

Details

Faces1764
Triangles3640
Vertices1854

Pursuit of Knowledge

Cloudweaver Studios logo
Pursuit of Knowledge Trailer

Summary

For Pursuit of Knowledge, I was tasked with creating multiple 3D environmental assets. I created a variety of objects to help with set dressing, and assets that the player would interact with directly. The assets created follow a low-poly style to account for the short development cycle.

Engine:Unity
Team Size:7
Duration:7 Week Development Cycle
Role:3D Environmental Artist

Level Select Machine

About

When filled with steam, the level select machine will rotate until one of the three level symbols is centered at the bottom. This will load in the corresponding level behind the doorway.

Details

Faces9692
Triangles9692
Vertices4848

Grand Door

About

The door opens and closes when the player activates the nearby steam tank device. The door will swing open and show the hallway that leads to the subsequent attached level.

Details

Faces7599
Triangles15277
Vertices8265

Moving Platform

About

The platform serves as a stepping stool for the player to walk on to traverse through levels. The gears on the side were made so that they could rotate when moving to simulate a mechanism.

Details

Faces3102
Triangles6190
Vertices3182

Fearosis

Head or Tail Studio logo

Summary

Fearosis is a horror-themed and turn-based strategy game where, as a monster, you infect the townspeople. It has five types of monsters that you can play as. As you progress, you accumulate points that you can use to upgrade your monster.For Fearosis, I was tasked with creating close to 200 UI elements in the pixel art style. UI elements are made to match the horror theming of the game while maintaining efficiency.

Engine:Unity
Team Size:7
Duration:16 Week Development Cycle
Role:2D UI Artist

Upgrades

140 unique upgrade assets created across all five monsters.


Cult Upgrades

Behavior

Blood

Physical

Psychological


Infectious Monster Upgrades

Behavior

Blood

Physical

Psychological


Bad AI Upgrades

Behavior

Blood

Physical

Psychological


Good AI Upgrades

Behavior

Blood

Physical

Psychological


Skinwalker Upgrades

Behavior

Blood

Physical

Psychological

Personal Work

Fox

Summary

Fox sculpt made in Zbrush

Bulbasaur

Summary

Bulbasaur was my first attempt at sculpting a character/creature in ZBrush. I created my own brush pattern for the details of the skin and poly painted the eyes.

Muriel (WIP)

Summary

For my final semester at UCF, I am working toward creating a bust model of the character Muriel from the mobile game The Arcana. I am currently working on blocking him out in Zbrush and will move onto detailing and texturing him next.After that, I plan to retopologize, UV, and render him in Blender.

About Me

As a child, I learned to love video games through the memorable experiences that I shared with my father and brother. Moreover, with meeting others in school and online, I became more and more passionate about the gaming world, and especially about the intricacies of how games were made. This interest paired with my love of art and creativity led me along the path of wanting to be a game artist.It wasn't until college that I fully realized what I wanted to do: 3D character art. I have always had an affinity for designing characters, and getting familiar with 3D software helped me come to this conclusion. A specially important program in shaping this interest was ZBrush. I heavily enjoy digital sculpting and watching what I create come to life like a real-life sculpture. Adjacent to this art, is my love of figures and real-life character displays. I hope to use this fondness and knowledge in the figure and toy industry.

Contact

Location: Orlando, FL, United States