
Game Dev Projects
These are the latest game dev projects I've been creating art for! This section goes into detail on the different tasks I took on for each project's development. Click the images below to open a gallery for each project!
ROBO-VENTURE
ROBO-VENTURE is a 3D platformer collect-athon where you play as a robot that has crash-landed on a dangerous planet and must now collect various upgrades and ship pieces in order to escape!
I was the primary 3D hard surface artist on this project, I created a majority of the game's level props, ranging from small gems and torch lights, to rock walls and floating islands.
The programs I used to create assets for ROBO-Venture were Autodesk Maya for the models, ZBrush for sculpting, Substance Painter and Photoshop for texturing, and Unity as the game engine.
PackMaster
Pack and load! In a world shattered by an unknown catastrophe, the surface has become an uninhabitable wasteland. Civilization has retreated underground, where remnants of the old world linger in forgotten subway tunnels. These tunnels are a labyrinth of danger, inhabited by corrupted mechanical foes and hiding relics that serve as humanity’s last hope for survival.
PackMaster is a 3D Rogue-like Turn-based Dungeon-crawler in which you guide an old scrap robot through a series of old subway tunnels while he searches for valueable scrap! I worked as a 3D props and lighting artist on this project for my Casual Game Design class.
The primary programs I used while working on Traveler Lost were Autodesk Maya for modeling, Substance painter and Photoshop for texturing, and Unity as the game engine.
Traveler Lost
Amidst a dangerous world, a timid child must bond with a curious creature in order to solve puzzles and reunite it with its family atop the snowy mountain peaks.
Traveler Lost is a 3D adventure puzzle game where you must work with a large creature to progress through it's large open levels. I worked as a hard surface artist, as well as an environment artist on this project, creating 3D assets and assisting with set dressing each level.
The primary programs I used when working on Traveler Lost were Autodesk Maya and Blender for modeling, ZBrush and Blender for sculpting, Substance painter and Photoshop for texturing, and Unity as the game engine.