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Game Art & Animation

Objective 1

Demonstrate and communicate aesthetic skills and choices based on traditional art theory, current game development practices and next-generation research.

Purgatory

This board game developed in GAM125 uses negative space and and movement to guide the players' eyes toward the goal at the center of the board.

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Mediums: Resin, Acrylic Paint, Cardstock

Inktober Prompts

For Inktober 2023, I made it my goal to create a focal point and contrast with all of the pieces I created.

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Medium: Ink on Sketch Paper

Cardboard Strawberry

This piece was created using cardboard and hot glue, and serves as a stand for one of my favorite gifts of all time. Related to the principles of design, I decided to keep the brown coloring of the cardboard to emphasize the focal point of the art.

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Medium: Cardboard & Hot Glue

Valley of the Blue Dragon Concept

This artwork is a concept sketch of a later 3D environment I created. In this concept, the Valley of the Blue Dragon, I used linework in the form of hatching to sketch out this complex environment. Not only that, but I also created texture on the floors, trees, and moss using form and value.

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Medium: Pencil on Sketch Paper

Butterfly Line Drawing

For this drawing, I scribbled a familiar form using warm colors and contour line drawing using 3 ink pens.

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Medium: Ink on Sketch Paper

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Game Art & Animation

Objective 2

Conceptualize and generate pre-production art assets through pre-visualization and prototypes usable for multiple game platforms.

The Weeping Keep Concept

This concept was the final concept pass for my 3D environment, The Weeping Keep. The initial concept was drawn up to test the architectural style to suit the chunky, fantasy nature of World of Warcraft. After reaching out to an artist who works for Blizzard, I took their feedback and completed this concept to use for the 3D environment.

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Software: Procreate

Project: Katalyst HUB Concept

Project: Katalyst is an indie title I am developing with a team through Tongue-In-Cheek Productions. This concept illustrates the walls, props, and set design necessary for the environment. It was created to determine the idea of a demo environment to set the style for the game as art lead on the project.

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Software: Procreate

Gluttony Rifle Concept

Gluttony is a 3D weapon concept inspired by typical looter-shooter such as Borderlands or Destiny. This weapon sheet illustrates not only the visual information necessary for modeling, but also concepts for VFX, textures, and projectile designs.

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Software: Adobe Photoshop

Anubis Concept

Anubis is a character concept designed and inspired by hero shooters/MOBAs like Overwatch and League of Legends. This character sheet showcases not only a turnaround and full render of the character for developmental purposes, but also poses for Anubis' abilities.

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Software: Adobe Photoshop, Procreate

Magna Fisher Preproduction

Magna Fisher was a project developed for the 2024 Global Game Jam.  For this project, I helped design the structure of the gameplay while also setting the style for the game through concepts and guidance. All concepts, 2D art, and UI was created by me with the intention to place into Godot.

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Software: Procreate

Spina Rosa Dagger Concept

Spina Rosa is a prop concept designed for popular action adventure RPGs such as The Elder Scrolls and Diablo. This weapon sheet showcases all of the detailed information regarding the model proportions, cloth behavior, and weapon textures.

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Software: Adobe Photoshop

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Game Art & Animation

Objective 3

Demonstrate a cross-section of baseline skills needed to create 2D and 3D art, textures and animation assets utilizing industrystandard software tools.

The Weeping Keep Modular 3D Environment

This 3D modular environment was developed for the 2024 World of Warcraft Student Art Contest. I focused primarily on nailing a specific, hand-painted and low-poly art style for this piece. Once the assets were completed, I brought the environment into Unity for set design, lighting, and post-processing.

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Software: Maya, Adobe Photoshop, Unity

Remember

Remember is a 2D, pixel art level developed in Construct. Each asset, including character animations and UI, were made with optimization and visual cohesion in mind.

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Software: Adobe Photoshop, Construct 3

Topino

Topino is a 3D character used to practice using a low-high poly pipeline from Maya to ZBrush.

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Software: Maya, ZBrush

Sticker-Bombed Mini Cooper

This vehicle was made using many techniques in Maya, including experimenting with NURBS curves and primitives. I worked hard to maintain good topology. The material on the vehicle is also a token of appreciation for all of the game jams I had worked on this far. The sticker-bombed texture was procedurally-generated using Substance Painter tools.

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Software: Maya, Adobe Photoshop, Substance Painter

Serving Somnia

Serving Somnia is a short, vector-art styled game developed in Construct. All assets, including UI and animations, were created with the fast-paced cooking mechanics in mind.

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Software: Adobe Illustrator, Construct

Somnia UI

Somnia is a game concept developed for my Student Innovation Project. The following images are some of the first UI designs for the game. They were created specifically for live-stream related mechanics with the adventure genre in mind.

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Software: Adobe Illustrator, Unreal Engine

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Game Art & Animation

Objective 4

Demonstrate the ability to build industry-quality game assets specializing in specific 2D and/or 3D art and/or animations utilizing industry-standard software tools, pipelines and platform guidelines.

Royal Flush 3D Animation

This art piece demonstrates my 2D texturing capabilities while adding a 3D twist. For this animation, I applied 5 decal textures to several planes. Once that was complete, I manually keyframed by scaling and rotating the planes to give the illusion of the cards tearing and merging together.​

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Software: Maya, Procreate

Ruby

Ruby is a pixel art character I created for my mini-game "Remember." She is a 128x128, humanoid character with a 12-frame walk cycle.​

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Software: Adobe Photoshop, Construct 3

BluStrawberry Logo

For my YouTube channel, I wanted to create an animated logo to post as my banner. I 3D modeled two strawberries, animated them using physics and keyframed animation techniques, then animated particles along a spline for the cursive text.​

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Software: Maya

Chipmunk Ivy

This vector art animation was one of 4 which I created for my mini-game "Serving Somnia." I needed a walk cycle, a run cycle, a walk with coffee cycle, and a run with coffee cycle. I also took this character and altered the design with the same animation to have a similar NPC with the same animation.​

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Software: Adobe Illustrator, Construct 3

Twitch Emotes

For my Twitch stream, I often designed emotes for viewers of the channel to use. Each animation was hand-drawn for each frame.​

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Software: Procreate

Animated Crystal Material

For my student innovation project, "Somnia," I built a 3D material using Unreal Engine's material editor. I wanted this to feel like a 3D nebula that moves procedurally, so I had to ensure the textures I had imported were tiled. I then animated the stars and clouds separately, at different speeds, to give the texture more depth.​

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Software: Maya, Adobe Photoshop, Unreal Engine Material Editor

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Game Art & Animation

Objective 5

Adapt, export, integrate, and optimize game art and animation assets (including shaders and lighting) into 2D and 3D game projects working within a production pipeline and the confines of a project’s game engine, tools and other constraints.

The Chamber

The Chamber is a 3D environment and level which I developed for my student innovation project, "Somnia." This environment showcases the skills I learned in 3D modeling, texturing, procedural materials, lighting, and set design. Once the models and textures were completed, they were brought into Unreal Engine, where I created custom materials and lit the scene.​

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Software: Maya, Adobe Photoshop, Adobe Substance Painter/Designer, Unreal Engine

Twisted Turtle Cantina

The Twisted Turtle Cantina is a 3D environment that has gone through several design iterations over the course of my time at UAT. This piece is heavily inspired by Fallout or Cyberpunk 2077 with its' grunge, futuristic style. For the first pass, I made all of the modular pieces with textures, including 2D graffiti decals. After realizing the project scope was much higher than expected, I drew the scope back, relit the environment, and added a few more props for the set design. Finally, I created a small game out of it by adding 2D UI elements throughout the scene.​

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Software: Maya, Procreate, Adobe Substance Painter, Unreal Engine

The Weeping Keep

For Blizzard's 2025 World of Warcraft Student art contest, I spent dozens of hours studying the art style of World of Warcraft. For this piece, I not only wanted to style match for a still scene, but I also wanted to make it as game-ready as possible by making it low-poly and modular. â€‹

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Software: Maya, Adobe Photoshop, Unity

Magna Fisher

Magna Fisher is a 2D game developed in Godot for a miscellaneous game jam my team and I worked on. I developed all of the 2D assets for the game and helped my team implement the sprites into Godot.​

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Software: Procreate, Godot

Preparing for Supper

Preparing for Supper is a 3D environment inspired by fantasy titles such as The Elder Scrolls or Diablo. For this piece, I wanted to focus on honing my skills as a niche 3D artist by building custom materials and hitting new expectations with the lighting. The wood and cloth materials were created procedurally using Substance Designer, and each light utilizes programmed light animations with customized cookies. â€‹

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Software: Maya, Adobe Substance Painter/Designer, Unity 6

Glistening Hatchery

The Glistening Hatchery is a 3D environment built for a top-down view, inspired by the Diablo franchise. My primary focus for this piece was not only to style match, but also to practice my hand at lighting and procedural materials. All textures created in this scene were made using custom materials made in Unreal Engine and Substance Designer, including the 3D parallaxed water texture.​

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Software: Maya, Adobe Substance Painter/Designer, Unreal Engine

Project: Katalyst HUB

Project: Katalyst is an indie title I am developing with a team through Tongue-In-Cheek Productions. This environment was created to determine the idea of the art style for the game, as I was art lead on the project.

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Software: Maya, Adobe Substance Painter/Designer, Unity

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Game Art & Animation

Objective 6

Establish collaboration, mentorship and professional leadership skills by working with other disciplines to deliver highly polished and completed projects.

Tongue In Cheek productions LLC

Summer 2025 - Present

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For Tongue In Cheek, I have been working as art lead, co-producer, and programming lead for our upcoming title, Project: Katalyst. Since I have experience with the 3 majors, I often bounce around between disciplines to ensure development is moving smoothly. While the project isn't completed (yet), we have developed several demo titles to show off the hard work we have done.​

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Role: Art Lead & Programming Lead

Unite the Valley Game Jam

Fall 2025

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The 2025 Unite the Valley Game Jam hosted by Unity was the first of its kind in Arizona. For this project, I worked with a team of 5 to develop a game that demonstrated our collaborative skills within rules and constraints for the competition.​

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Role: C# Programmer & Designer

GMTK Game Jam

Summer 2025​

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For the GMTK game jam hosted by the UAT IGDA, I worked on a team of 5 to develop a full game called "Brick by Brick." My role was to hold my weight as a designer, but also help program data structures for the innovative mechanics of a doom-scrolling roguelike.

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Role: C# Programmer & Designer

UAT IGDA Chair

Summer 2025 - Present

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As the Chairman of the UAT chapter of the IGDA, I host monthly meetings to help mentor students to be as successful as possible in the industry. We've done events for each discipline, such as hosted game jams and presentations for level design, but also helped students acquire networking skills to help land them a job in their desired fields.​

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Role: Chair

Purgatory Board Game

Summer 2023

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Purgatory is a 6-player board game where players must randomize & strategize to reach heaven whilst avoiding hell. On this team, I served as the primary product owner while helping with other pieces of the project, such as board art and mechanical design.​

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Role: Product Owner, Artist, & Designer

Art Jam

Fall 2024

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For an art jam, I got with a team of 3 to create a 2D art piece that fell within the thematic constraint of "Halloween." We collaborated by creating our characters, and I tied the whole piece together by rendering the artwork with a background and post-processing.​​

SIP - Somnia

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Somnia aims to integrate a prototype that provides a unique experience inspired by previously existing adventure game titles through live-stream related mechanics.

 

These systems include a viewer count that changes depending on the player’s in-game actions, a chat that reacts to the player’s choices, and it will be a place where the player can have a live-streaming identity attached to a virtual world.

 

Somnia's goal is to reach a niche audience that is familiar with content creation and empower them in interactive and moral ways. The result of the innovation is to prove that the mechanic is fun and meaningful to the niche audience, live streamers, and fans of adventure games. 

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