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Game Developments
(Mostly Rapid Prototypes)
Medusa Interactive Experience
(Game) Visual Development

For this project, I am the art project lead. In this role, I am leading a small team of 3D artists, tech artists, and animators. The project goals are to create a small-scope chase game based around Medusa, with an Overwatch art style in mind. 

We have iterated through three stages so far, and after a couple weeks we have arrived at this visual development stage. 

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I am responsible for the lighting, vfx, rat character rigging, animation state machines, and asset implementation into Unreal  Engine! I am excited to reach the next step which will include material creation and texturing. 

Overwatch Lighting Reference

Dorado-1.jpg

Scene lighting: sky box, post process volume, torch blueprints, and glowing stone blueprints

materials.png
newnew.png
'B'Trees.png

Torch vfx: Photoshopped images, Niagara particle emitter, light flickering material

TorchFire.png
tordvfx.png
lightFlickerNodes.png

Houdini: Procedurally Generated Trees

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HoudiniTree.png
HoudiniTree1.png

Unreal Engine Animation State Machines using blendspaces

Unreal Engine Animation State Machines using blendspaces

Can I Have A Quarter?
Narrative Game Rapid Prototype

For this project, our team of artists and programmers had two weeks to prototype a narrative game in Unreal Engine. 

Our game is centered around a boy desperate to get a new limited edition soda from a vending machine at a birthday party in a pizza parlor. When inserting his last quarter into the machine, he drops it and a rat scurries away with his last quarter. This action starts the boy on his quest to find a new quarter to complete his mission. 

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Responsibilities: All character models and textures, all character animation state machines, rigging and animation from Mixamo. 

ABPUncleEventGraph.png
ABPUncle.png
mom.png
penny.png
girl.png
boy.png
ConstructionWorker.png
CrazyGuy.png
Nun Shall Pass
VR Game Prototype

For this project, our team of artists and programmers had two weeks to prototype a VR game using Unity. 

Our game is centered around a Nun tasked with protecting the Holy Bible from hoards of flying demon enemies. You play as the nun and to protect this book you must use the Oculus joysticks to strike. Different angles and shapes used when striking an attack at an enemy affect how much damage you deal to them. The book has a health bar in addition to your own. Throughout the map there are health potions shape like a chalice and cracker (body and blood of Christ imagery).

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Responsibilities:

Models and texturing: Demon, Nun hands, crosses, chalice health potions, rugs, walls, ceiling, lights, and windows.

Rigging: Demon character

VFX: Cross illuminations / drag particles, demon blood spew effect on attack

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