Environment Art - 'Binarium' - 2024

A Little About "Binarium"


The goal of this project was to try out some new workflows. Mainly, I wanted to experiment with Geometry Script and Unreal's Material Layering System. Geometry script was used to generate the rock formations to give it an alien-planet feeling, all the while being easy to iterate in-engine without the use of external tools like Blender, or Houdini. Meanwhile the material layering system allowed for easy mesh texturing without the need for painting each individual mesh, since all the master materials and material library were accomplished through world aligned layers.


Here are some details about the logistics of the project :

Environment Art - 'Bygone Shrine' - 2024

A Little About "Bygone Shrine"


The goal of this project was to create a stylized grass shader capable of reading off of an RVT, have individual grass card pivots, and have functionality for wind, color, and size randomness. I decided to incorporate it into a scene inspired by the Frutiger Aero aesthetic of the early 2000s.


Here are some details about the logistics of the project :

Environment Art - 'Range' - 2022

A Little About 'Range'


This was a project I created for my 'Applied Principles : Game Art' class in 2022. Every aspect, from the models, materials, VFX, and texture work, was done by me. The scene depicted is a Sci-Fi Art Deco/Brutalist gun range for a government institution. In universe, their key weapon of choice, 'The Uniform', is used for its power and versatility because it functions as a hybrid between a powerful personal railgun and conventional firearm.


Here are some details about the logistics of the project :

Environment Art - 'Haven' - 2024

A Little About "Haven"


The goal of this project was to create a scene with a number of props and nooks and crannies to stress test my real-time mesh painting system. The scene was all modeled by me, and things like the colors and shadows are all handled through tech art techniques. I use vertex color data to handle the color and shadow colors of objects based on a curve asset. Overall, while not perfect, I think the experiment was a success.


Here are some details about the logistics of the project :

Character Art - 'Mycka' 

A Little About "Mycka"


The goal of this project was to create an NPR anime inspired character fit for the default Unreal Skeleton rig. This is the main character for the stylized action adventure game I am developing called 'Lying Saturday'. Every aspect of the character was handled by me, from concept to execution. The final result uses a custom shading model created and added to a custom source code build of Unreal, and is able to use any animations that are meant for the Unreal Manny/Quinn rigs (albeit it might need a little bit of editing to look right because of the stylized proportions). 


Here are some details about the logistics of the project :

Environment Art - 'Virtue Station' - 2022

A Little About 'Virtue Station'


This was a project I created for my 'Game Studio I : Portfolio' class in 2022. Every aspect, from the models, materials, VFX, and texture work, was done by me. This scene functioned as a way to showcase both a pretty and customizable environment, as well as serve as a tech demo for a real-time painting system shader I was developing for our senior thesis project, 'Lying Saturday'. The scene depicts a stylized subway station which can be dynamically painted in by hitting a ball around the station which drops paint.


Here are some details about the logistics of the project :

Texture Art

Procedural 'Hand-Painted' Stylized Smart Material

See more about how I made this here :

Procedural 'Hand-Painted' Stylized Smart Material