Environment Art
Lush Cave




3D Environment and Level Design
Year: August 2025
Software: Unreal Engine, Maya, Photoshop, Substance Designer
Overview:
This environment is the final demo level for a 3D adventure game prototype. I wanted to combine hand-painted, stylized texturing often seen in World of Warcraft with the ethereal rendering seen in games like Journey.
I greyboxed this level in Unreal Engine using the landscape and modeling tools to determine the player's traversal options. I then modeled the rocks, waterfall, props, and foliage, and took them into Photoshop for hand-painted texturing. Lastly, I used both Substance Designer's and Unreal Engine's material editors to build procedural rock, water, sand, and crystal materials.
Glistening Hatchery




3D Environment
Year: March 2025
Software: Unreal Engine, Maya, Substance Designer, Substance Painter
Overview:
For this scene, my primary focus was constructing and integrating procedural materials, shaders, and lighting. The goal was to style-match the lighting/textures with AAA & PBR titles such as Diablo while maintaining a modular, optimized scene.
The materials made in Substance Designer have over a dozen exposed parameters for artists to adjust to their needs. Additionally, as showcased in the linked video, I created a parallax frozen water material that has much more depth than a flat texture.
ThE Weeping Keep




3D Environment - World of Warcraft Student Art Contest
Year: January 2025
Software: Unity, Maya, Photoshop
Overview:
This was my final submission for the Blizzard World of Warcraft Student Art Contest. I started by modeling the stained glass centerpiece, then I continued with the trees/rocks, as they were the most important.
Afterward, I made simple tiling floor textures and modular walls, ceilings, and pillars. Last on the list was to integrate everything into Unity, implement lighting/post-processing, and lay out the set design. I finished this piece off with some particle effects and fireflies to piece it all together!
Preparing for supper




3D Environment
Year: February 2025
Software: Unity, Maya, Photoshop, Substance Designer, Substance Painter
Overview:
This project was a study of procedural Substance Designer materials and Unity lighting/post-processing. Each asset was created from scratch, keeping in mind traditional art theories such as color theory principles and cinematic framing.
The goal was to create a dining table diorama with a focus on primarily using Substance Designer materials and Unity HDRP lighting. The process provided me with a fully modular cloth material, a glass material, and a wood material to use in future scenes.
Twisted Turtle Cantina




3D Environment
Year: December 2024
Software: Unreal Engine, Maya, Substance Painter
Overview:
This level was a study of different techniques, such as modular modeling, PBR texturing, advanced lighting, and level/set design.
The first version of this environment was completed in December 2024; however, the level and set design needed major improvements. In April 2025, I revisited this environment to give it a fresh look with new lighting, improved materials, and UI elements to tell the player little stories about the bar.
The Rat's Nest




3D Environment
Year: May 2025
Software: Unreal Engine, Maya, Substance Painter, Substance Designer
Overview:
This scene was an attempt at building stylized materials within a heavily modular, organic environment.
The sandstone materials built in Substance Designer have many different parameters to allow for versatility between projects. There are presets for both stylized and realistic art directions.
Spaceship HUB (Unannounced Title)




3D Environment
Year: June 2025
Software: Unity, Maya, Substance Designer, Substance Painter
Overview:
As art lead, this environment was built to push the creative direction of 3D models, lighting, and texturing for an unannounced game. All models were created from scratch with optimization techniques applied.
The stylized painterly material was created for all artists to use for their 3D models to ensure cohesion throughout all levels. There are over a dozen parameters for the user to choose from, including paint stroke variation and hue/saturation/luminance variables.
Sticker-Bombed Mini Cooper




3D Vehicle
Year: February 2025
Software: Unity, Maya, Substance Painter, Photoshop
Overview:
I had the itch to sticker bomb my car with all of the game jam characters I've created. Using skills learned in Photoshop combined with procedural material creation in Substance Designer/Painter, I was able to bring it to life!
I worked closely with NURBS in Maya for this project, which was a learning curve, but I don't think I could have achieved this level of curvature without them. I started with the base shell, created large details, added small details, textured it, and brought it into Unity! Since I've been studying Unity lighting for another project, I was able to use those techniques for this project.