“THE SHRINE” (2025)
Modeled primarily with Maya and rendered in V-Ray, with some supplemental aspects created in Blender. Textured around 50/50 with Mari and Substance painter (I wanted to get experience using both programs). Pyro and fog effects created using EmberGen.
Concept created by Albert Urmanov of BIOWARE. Thank you for allowing me to use this incredible work!
Thank you also to my Think Tank instructor Alex Corll, who advised me through this project.
“TOWER LOUNGE” (work-in-progress)
Created using Maya, Substance Painter, Substance Designer, and Unreal Engine 5. Many of the textures are still temp - including this here for resume purposes.
Concept created by Katrina Lin of NEXT LEVEL GAMES. I’ve been a fan of hers since my Nintendo days, so it was so exciting that she allowed me to work on one of her concepts.
I love the off-kilter architectural style of Katrina’s scenes, and my number one goal with this project was to capture all of those unique diagonal angles while still allowing the scene to make sense in real time.
Thank you also to my Think Tank instructor Saphir Vendroux (who you may also know from her work with ROCKSTAR GAMES), who is my hero.
“CAPTAIN TINKERBEARD’S HIDEOUT” (work-in-progress)
Created using Maya, Substance Painter, Substance Designer, and Unreal Engine 5. Many of the models and textures are still temp - including this here for resume purposes.
Concept created by the unbelievably talented Ke You Ting.
I wanted to create a stylized, technicolor world this one that felt like the swashbuckling fantasies like The Legend of Zelda: The Wind Waker and The Adventures of Tintin: The Secret of the Unicorn I loved so much as a kid.
Thank you to my Think Tank instructor Johnny Malcolm for your ongoing guidance on this project!
My first original prop design: fan art of a Snag Machine (inspired by Pokémon Colosseum and XD) updated for the Switch 2 generation.
Bonus: “THE LAST OF US - FIREFLIES BACKPACK”
I incorporated a Last of Us / Naughty Dog / PlayStation theme into this assignment for Think Tank.
Modeled with Maya, textured with Mari and Substance Painter, lit and rendered with V-Ray for Maya and used Nuke and Photoshop for post-production.
Forest photogrammetry by ScanForge and PackDev on Fab