Fantasy Strike (Unity)
This is an environment I modeled, textured, and implemented for "Fantasy Strike", a fighting game currently in development that will come out on PC and Playstation 4. Lighting and particle effects were also created by me.
Scene below was a collaboration with another environment artist. I created half of the models in the scene (my models shown on the right) and lit the entire environment myself in Unity.
Puppy Pirate (Sketchfab)
This was originally made for a personal (2 man team) mobile game project, but the scope, programming, and design proved to be too challenging at the time. What I was able to salvage became the result of this standalone scene created in Sketchfab. The experience taught us that we should prototype the gameplay first, before focusing on art assets. For a small development team, finding the fun in the game would have helped us keep focus and interest.
(Animation Test in Unity)
Spooky Lair (Unreal)
This is an Unreal Engine scene I created as a learning project. I tasked myself to create a spooky environment with a hint of whimsy. It was good texture practice for trying to achieve some realism that would compliment the stylized shapes of the models.
VR Demo for Intel - Living Medical Environment (Unity)
This project was originally created as a demo for Intel. I contributed to the project as a Lead Artist. The scene was later used as part of BioLucid's "YOU" project, which can be seen in the video below. It has been many years since I worked on the project, so final textures and models may have changed. This particular project taught me how to coordinate with an outsourcing team, understand the game development pipeline while working upper management, recognize team strengths and weakness, and lead a team without crunching on a 1 month project.
Scenes I worked on:
0:06 to 0:18 - Lung Scene
0:26 to 0:31 - Alveoli Scene
0:39 top 0:42 - Heart Scene