Environments & props for Virtual Virtual Reality 2 by Tender Claws (2022)
I worked on level art, props, characters, and game design all throughout this wacky dystopian adventure-mech game.
Screenshots of my favorite things created for this game will be posted here after the game has been released.
Environments & props for Fujii by Funktronic Labs (2019)
Fujii is a "A serene, mystical journey that traverses a series of otherworldly, organic landscapes."
The gameplay flows between outdoor exploration and creative gardening.
As a VR game for the Oculus Quest, Fujii's art style is soft, lush, and highly optimized. Most models were either hand-painted or utilize gradient textures.
The gameplay flows between outdoor exploration and creative gardening.
As a VR game for the Oculus Quest, Fujii's art style is soft, lush, and highly optimized. Most models were either hand-painted or utilize gradient textures.
Click an image below to view it at full size.
Wind Shrine & Instrument (2021)
The "Wind Shrine" is based off a concept by Cecil Kim; the instrument is a supporting prop I designed to go with it, meant to fit into the world of the game Sky.
All textures are hand-painted & renders are screenshots from the default Maya viewport.
All textures are hand-painted & renders are screenshots from the default Maya viewport.
Environments & props for The Under Presents: Tempest by Tender Claws (2020)
The Under Presents: Tempest was a live, interactive, and intimate VR show inspired by the Shakespeare play. Audience members are "cast" as Prospero's spirits to realize an interactive, virtual version of the story.
I was primarily responsible for the Banquet and its environment, abut also worked on the underwater environment, marshmallow roasting scene, as well as the other cliff environment.
I modeled several key props and designed the new Tempest-exclusive Whirlpool mask, which was rewarded to players as a memento at the end of the experience.
All the food in the banquet scene is also "edible" (the player can take a bite out of it when they put it up to their "mouth"), and these dynamic objects had a limit of < 300 verts. Everything here uses vertex colors.
Click on an image below to view it larger.
I modeled several key props and designed the new Tempest-exclusive Whirlpool mask, which was rewarded to players as a memento at the end of the experience.
All the food in the banquet scene is also "edible" (the player can take a bite out of it when they put it up to their "mouth"), and these dynamic objects had a limit of < 300 verts. Everything here uses vertex colors.
Click on an image below to view it larger.
Hats for The Under Presents by Tender Claws (2020)
I also had the pleasure of crafting a series of "hats" for an update to The Under Presents, which released around the same time as Tempest! Previously the only cosmetics available in the game were various masks, so it's been fun to see how players use these to give themselves a distinct personality.
Like other props used in TUP's "ritual magic" system, these all had to be under 300 verts & are vertex painted.
Like other props used in TUP's "ritual magic" system, these all had to be under 300 verts & are vertex painted.
Plants & garbage assets for Wave Break by Funktronic Labs (2019) |
A library of hand-painted tropical plants, seashells, and garbage that I created for the "High Tides Hotel" level.
Instruments for Miller Lite's Mobile AR St. Patrick's Day Ads (2019)
Assets created for Miller Lite's AR Ads, shown in Unity-published games on iOS and Android around St. Patrick's Day. These models are based off designs created by Dana Plasterer.
"Ideal Summer Picnic" (2018)
A fun side project depicted my "ideal" picnic, created during the hot summer months when a glass of sparkly lemonade and a little cheeseboard just sounded so refreshing. This was also a bit of a break from the lowpoly work I normally do.
Click here to view in 3d on Sketchfab.
Click here to view in 3d on Sketchfab.
"CHOP" Foods (2017)
Hero food assets created for my senior thesis game, "CHOP."