3D Artist focused on crafting immersive environments through modeling, lighting, and material work. I
aim to create believable, atmospheric worlds grounded in strong visual storytelling.
A technical exploration of liminality and environmental storytelling. This project focuses
on
directing viewer attention through rural composition while maintaining high render
efficiency through advanced optimization workflows.
Designed a "Liminal Rural" environment using curved paths and leading lines to
psychologically direct the viewer’s eye through the composition.
Executed a complex post-production pipeline in DaVinci Resolve Fusion, including a
custom-built dynamic rain on lens VFX overlay that reacts to scene lighting.
Utilized Blender’s volumetric scattering and compositing nodes to transform raw lighting
into a cohesive atmospheric narrative, using depth cues and bloom to emphasize the
scene's liminal tone.
Implemented rigorous optimization techniques including camera culling, mesh decimation,
and remeshing to minimize hardware overhead and render times.
Developed realistic PBR materials in Substance and Photoshop, specifically focusing on
weathered and rusted metal surfaces for environmental signage.
Authored a spatialized audio landscape using Fairlight, applying environment-specific
reverb to sourced rain and wind assets to enhance immersion.
Character DesignProp DesignHard Surface ModelingOrganic Surface ModelingTexturingRiggingGame Jam2026
A collaborative puzzle game entry for "thatgamejam 1" hosted by thatgamecompany with Laguna
Interactive. My role focused on
bridging the gap between 3D modeling and 2D art styles, ensuring technical performance and
animation readiness within a 7 day timeframe.
Modeled the two central playable characters: the Player and "BOING" the robot companion.
Authored the character pipeline, including UV unwrapping and the creation of texture
atlases for seamless integration with 2D artist workflows.
Rigged the main player character to support gameplay mechanics and environmental
interaction.
Designed, modeled, and textured environment props using low-poly techniques and reusable
texture sets to minimize memory overhead.
Maintained strict texel density and poly-count constraints to ensure wide compatibility
and performance.
A realistic studio-style furniture visualization showcasing clean topology, organized UVs,
and PBR materials. I modeled, textured, and lit a cohesive asset set and produced
high-resolution hero renders with professional presentation.
Modeled a full set of realistic furniture assets including a couch, coffee table, lamp,
and supporting decor.
Created clean topology and organized UVs suitable for production-quality visualization
workflows.
Intergrated PBR materials with attention to fabric detail and wood grain.
Designed a studio lighting setup to showcase the furniture set with balanced highlights,
soft shadows, and controlled reflections.
Ensured all assets used consistent scale, texel density, naming conventions, and file
organization aligned with visualization standards.
3D ModelingEnvironment ArtNarrative DesignSound DesignVideo ComposingGame Jam2025
A PSX Horror Mangement game made with Laguna Interactive's submission to the 7-day game jam
"Spook Jam 2025" that got host's top 20 choice out of 950 submissions. I created modular
props and textures, supported environmental worldbuilding, and optimized assets for WebGL; I
also developed the project’s narrative and produced a lore video to set the tone of the
world.
Modeled modular sci-fi environment kit and hero props.
Created PSX-style textures and material passes.
Maintained Asset Pipeline for efficent intergration between art and programming team.
Built foundations for World Narrative.
Composed Intro video to create a immersive yet tense hook.
A 2.5D mech roguelite created during Mech Jam 6 with Laguna Interactive in 7 days. I modeled
low-poly props and environment pieces optimized for WebGL, ensuring clean topology,
efficient UVs, and consistent visual style across levels. I also hand painted textures for
environmental models ensuring it fits cohesively with the 2D team's artwork.
Designed and modeled Buildings.
Created handpainted textures.
Optimized meshes and atlases for WebGL builds.
Maintained Asset Pipeline for efficent intergration between art and programming team.
3D ModelingEnvironment ArtLevel DesignGame Jam2025
A 7-day game jam project where I served as the 3D modeler and assisted with level design
with Laguna Interactive. I created stylized environmental and gameplay assets and
collaborated with the team to build readable, cohesive spaces for exploration and prop
hunting.
Modeled stylized 3D environment and prop assets used throughout the game world.
Contributed to level design, helping shape navigable spaces and environmental flow.
Optimized meshes and atlases for WebGL builds.
Maintained Asset Pipeline for efficent intergration between art and programming team.
Solo DeveloperGame DesignSound DesignBlueprint - UnrealLighting & Environment Design2025
A solo psychological horror experience built in Unreal Engine 5, focused on isolation,
perception, and atmospheric tension. I designed the environment, pacing, and sound cues,
then produced a companion cinematic in Blender featuring handheld-style camera work and
edited the final sequence in DaVinci Resolve.
Designed and developed the core gameplay experience solo in Unreal Engine 5.
Authored narrative elements exploring perception, isolation, and uncertainty.
Integrated audio design and environmental sound cues to enhance player immersion.
Built modular environments and atmospheric lighting to support psychological horror
themes.
Created a cinematic game trailer using Blender, including handheld camera animation and
post-editing in DaVinci Resolve.
A photogrammetry project exploring scan capture, cleanup, and presentation. I captured
household objects using RealityScan/RealityCapture, processed them in Blender through poly
count reduction and material cleanup, and assembled a polished virtual gallery-style
diorama.
Captured real-world objects using RealityScan / RealityCapture for accurate
photogrammetry data..
Cleaned, retopologized, and organized assets in Blender.
Assembled the final scene as a curated virtual diorama inspired by the Terracotta Army
site.
Exported and published the cleaned model on Sketchfab for real-time viewing.