All Models, Textures, Scenes, and Animations seen in this portfolio were created by me, unless otherwise specified.
Modular City and 1950s Chrysler New Yorker
(Almost [Old]) New York
Inspiration
Ever since seeing This Video, I have been fascinated by the painting Nighthawks, created by Edward Hopper. And I tried to capture the same lonely, noir feeling in this project, matching it with the Theme from Taxi Driver.
Modular Building Kits
By creating modular kits for my buildings, I was able to re-use walls across structures and create multiple building with different combinations.
Tiling Materials
Through tiling materials and trim sheets, optimization is improved and building construction materials can be easily swapped between.
Workflow: Blender -> Substance Painter 3D -> Unity
Modular Dungeon and Props
Temple of Xibalba
Inspiration
Archeology is one of my more un-related to game development hobbies, but the study of ancient cultures fascinates me. The Mayans are also too often overlooked when it comes to ancient civilizations, but are one of my favorites.
Blender Geometry Nodes
Using Blenders geometry node system, I was able to create a simple and fast workflow for producing many different shapes of walls and vines.
High -> Low Poly Baking
By sculpting high poly models and baking them onto their lower poly counterparts, I achieved highly detailed objects with low tri counts.
Levels of Detail
By creating multiple levels of detail for each environment model, high poly walls and floors add to realism without significantly impacting performance.
Tiling Materials
Using tiling materials across all brick models helps with optimization and allows for easy tweaking and variation of scene colors.
Workflow: Blender -> Substance Painter 3D -> Unity
Decrepit 1950s Office and Nazca Aliens
Project Blue Book
Inspiration
I’m a BIG alien guy, super into UFOs, little green men, the whole 9 yards. This games art takes inspiration from the recent Nazca Mummies, and the timeframe that the real Project Blue Book took place during.
Optimal UV Packing
By thoughtfully packing each prop UVS into a single texture, performance impact is negligible while still allowing for easy texturing later.
Rigging for Poses
Modeling a single alien, and then rigging it allows for the straightforward, quick creation of many unique poses and mummies to fill the cave with.
Workflow: Blender -> Substance Painter 3D -> Unity