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Games

Some of the Games I have been a part of over the years.

Greedy Goblin was a yearlong game made with a team of students for our capstone undergraduate project.

 

 For this project, I was mainly responsible for making the goblin and his artifacts/accessories. But I also helped with building out most of the environment assets. 

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I also delved into lighting in Unity. And took the visual look of our game to the next level by revamping our lighting.

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I also figured out the pipeline to turn our white box level into height maps then back into Unity terrain to then be painted on. 

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Alto was a game made with a group of students. We we're hired by CKC Medical LLC to work on said game during the summer of 2021. 

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This was a medical game designed to help kids with asthma breathe better on the nebulizer machine. As well as give them something to do so they can relax.

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For this project, I was responsible for creating/concepting the overall aesthetic. I also concepted and created our original character — Alto.

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Other areas I spent time working on was the overall lighting, a day and night cycle, custom skybox, and designer materials to help build out the environment.  

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Undead Bonehead was a prototype game made in 2 weeks for the University of Utah's Entertainment Arts and Engineering Rapid Prototype class.

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Our team was small, and I was the only artist on the team. So, I was responsible for the entire visual style of the game and all the visual assets that went into the final game. 

 

For character creation, I remember that some team members liked the idea of our main character being a skeleton and others a vampire, so I combined them and made a vampire skeleton. 

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This game challenged me as an artist to get outside my comfort zone and really think about the entire visual style as a whole. 

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Slime Knight was a thesis game that I helped work on for the University of Utah’s Entertainment Arts and Engineering Master’s program. Our team formed in August of 2022, and we finished in May of 2023.

Our team was large, but we had a small art team. I was the only designated 3D artist. Which meant I was responsible for all the character work and a lot of the environment work too.

Our game and world took place inside the belly of a massive Wurm. Which was incredibly fun to test and build out. As a character artist, it did not necessarily feel like environment work since the environment itself was a living creature.

And our character too was something special, both technically and artistically. Our Slime Knight was quite literally a slime who had taken a control of a dead knight who had died to the Wurm. The Slime knight was this great mixture of materials that I knew was going to present well, even before we had a model in engine.

Slime Knight was a fun project to work on. Being able to collaborate with others on such an interesting idea was something special. And I learned a lot as both an artist and developer.

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