
I'm a Game Designer and 3D Artist who loves building immersive experiences that players can truly get lost in. Seeing a game evolve from its earliest blockout stages into a finished product is one of the most rewarding parts of what I do. I also enjoy working in teams, where I can support others and contribute to making the project the best it can be.
I love bringing game worlds to life through 3D art, creating everything from characters to props and objects. If I'm making stylized characters, or intricate assets, I make sure everything looks great and fits seamlessly into the game. Check out my sketchfab!
This is a personal project where I recreated the Colt Single Action Army Revolver based on the Vanguard skin from Hunt: Showdown. I kept the design faithful to the original as a way to practice my hard-surface skills.I used Blender with a high poly/low poly workflow. The texturing was done in Substance Painter 3D, focusing on realistic metal/wood and subtle wear.The final asset was made with Unreal Engine in mind, keeping it optimized for real-time use.This project helped me improve my modeling, baking, and texturing workflow while focusing on accuracy and material quality.
This is a personal project where I created a Vintage Phone as a background prop, focusing on keeping it simple and suitable for real-time environments.I used Blender with a High/Low poly workflow, creating a high poly model to define the shapes and then baking those details onto a low poly version. Compared to my other work, this asset was kept more low poly to better fit its role as an environment prop.The texturing was done in Substance Painter 3D, focusing on simple materials and light surface variation to keep it believable without adding unnecessary detail.The final asset was made with Unreal Engine in mind, keeping it optimized for real-time use.This project helped me practice creating efficient props while maintaining clean shapes and a consistent workflow.
This is a character model of Jenny, created for a game project inspired by Bucky O'Hare episodes, called Heroes of the Aniverse. The game is a 3D, third person platformer adventure, with a style influenced by Nintendo 64 games, where players can control different characters across levels based on the show.The model was created in Blender with a low poly approach, focusing on clean shapes and readability. Unlike my other assets, this model was not based on a high poly workflow, as it was designed specifically for Animation and Performance.Particular attention was given to proportions, topology and deformation to ensure the character would work well when animated.The textures were created in Substance Painter 3D by a teammate, helping bring the character to life while staying consistent with the overall visual style.The final model was made with Unreal Engine in mind and designed to work with a pixelization post process, reinforcing the retro aesthetic.This project helped me develop my character modeling skills while focusing on optimization and animation-ready topology.
This is a sculpted bust of Zelda, created as a personal project to explore character sculpting and stylized rendering.The model was sculpted in Blender, focusing on facial features, proportions, and overall form. Unlike my other work, this piece was not optimized for game use, as the goal was to focus on texture and presentation rather than performance.The textures were created using Ucupaint in Blender, and the final look was developed using cell-shading to achieve a stylized appearance.This project was an opportunity to showcase my sculpting skills and my ability to work with non-realistic rendering styles.