Hello there-
I'm a video game developer working in the strange uncharted territory between art and technology. I have extensive experience in technical art as well as game design, prototyping, and art direction. I'm proficient at creating visual effects, authoring lighting models, and developing tools for artists. I've also designed game systems, coded prototypes, and developed art styles.
I want to use interactive media to expand horizons, connect people socially, and create delightful and meditative experiences.
Leaf Trail
I have fond memories of running through the forest in autumn, kicking up dry leaves. I wanted to create an effect that expresses this feeling to players. It could be used in a 3D platformer to highlight player motion.
The effect was put together in Godot Engine, using particles, custom textures, and a render target setup that tracks player movement.
Volcanic Pool
I've always been drawn to the otherworldly beauty of volcanic hotspots like Yellowstone National Park. Here's a colorful bubbling pool that players might interpret as soothing...or maybe dangerous. They'll just have to take a dip to find out.
This effect consists of a ground model that procedurally generates details and splat maps, a terrain shader, a water shader that reads from an early scene capture, a render target to handle ripple placement, bubble particles, and a vapor shader on some simple geometry. It was assembled in Godot Engine.
Plasma Cutter
Plasma cutters are amazing tools! I've had the opportunity to cut metal with a handheld version, and it really feels like casting a magic spell. I tried to capture the energy of metal being sliced by a jet of plasma with this effect.
The metal plate is a piece of geometry with its UV2 mapped to a special trim sheet for the cut. The effect consists of a shader for the metal plate, particle effects, a flare, a flickering light, and a smoke shader on a little piece of geometry. I used Godot Engine to put everything together.
leaf Motion
Foliage in games is always a challenge. I've never seen real time visuals that have fully captured the complex and subtle movement of leaves and branches caught by the wind. Here's my attempt to push foliage motion forward by adding a bit of movement to the leaves.
The effect was put together in Unreal Engine 5. It's a foliage shader that uses some specially designed textures.
void pool
This is a mysterious pool that surfaces objects from distant places. I wanted to create an effect that feels both magical and grounded.
There's nothing fancy going on here- it's a literal void beneath the surface of the pool, which means it's quite performant. What brings the effect to life is the custom vertex program on the object exiting or entering the pool. The effect also includes edge and contact ripples, a refractive water surface, star particles, and a falling dust shader on quads in the pool. This was created using Godot Engine.
Roman Sands
I contributed VFX and environment art to this delightfully unhinged adventure game project. Some of my work is featured in this trailer, and I'm eager to reveal more once the game releases! This game was created in Unity.
Land of Screens
I lead the art direction for this cozy story driven adventure game, and developed the shaders and tools necessary to bring this 2D/3D blended style to life! This game was created in Unity.
half Past Fate
I developed the pipeline to allow pixel artist to create 3D assets for this romantic comedy adventure game. I also authored the shaders, including a unique lighting system, transitions for entering and exiting interiors, and plenty of visual effects. This game was created in Unity.
The King's Bird
I designed and dressed many of the levels for this challenging and fluid 2D platformer. I also developed some of the visual effects and artwork for the project. This game was created in Unity.