
Game Art Portfolio
Here is a sampling of some of my best work. Thanks to my coursework at the University of Florida, as well as independent study, I have accrued experience and knowledge in a variety of fields, including 3D animation and modeling, game design, programming, and graphic design. I also gained experience in leading a team and building a game from concept to completion.
All game files include a Game Design Document (GDD) and a readme.
01
Revenge of the Roomba
Once a simple and hardworking robot vacuum, before your human masters took away that which you held most dear! Now this Roomba is out for revenge! No more cleaning- only destruction!
With one of the largest teams I have had the pleasure of working on, Revenge of the Roomba was an absolute joy to be a part of. I primarily did work on modeling assets for the destructible environment, as well as designing the UI and tutorial pages.
Created using Adobe Illustrator, Blender, and Unity 3D
02
Breach 2
Based on the SCP series of stories.
As a test subject for terrifying creatures, your life is forfeit in these labs. But when a containment breach opens a path for escape, you have to take the chance to survive.
Breach! was the first game I had ever made solo, and it went about as well as one could imagine. So, when I got the chance to work on a top-down 2D game for class, I got right to work on a sequel. Improving on the previous in nearly every way, I was very happy with the final product of Breach 2.
Created using Adobe Photoshop and Unity2D

03
Prime Directive
As a lone security robot on board a small space station, your life is very quiet. That is, until space pirates arrive to plunder your home! Show these intruders what-for and fulfill your prime directive!
Prime Directive is the final game I made at UF, and the team really knocked it out of the park. Having two senior-grade programmers fleshing out some really fun mechanics allowed for me to go wild on level and enemy design. In particular, I used Adobe Illustrator to design the tilemap for the game, which allowed us to quickly and easily "paint" level layouts. I also assisted with the UI, story, menu design, projectiles, and enemies of the final "shoot-em-up" boss fight. I also took on the role of team leader, so I was responsible for managing deadlines, keeping track of progress, and making sure every team member (including myself!) was doing their fair share. Overall, I really am the most proud of how this game turned out.
Created using Adobe Illustrator and Unity 2D
06
Do You Even Lift?
For my 3D animation final project, I was tasked with animating a character interacting with an object in a realistic way. The character rig used is the Norman rig originally by the AAU, but released by Nelson Hurst here - https://nelsonhurst.com/norman-rig/
All other models and animation are my own.
Created using Autodesk Maya

04
The Gate at Fushimi-Inari
As class practice using Cinema4d's simulation engines, I created this simple looping animation of the gate of the Fushimi-Inari shrine in Kyoto, Japan. Using reference photos of the architecture, I rendered the gate in a low-poly style while attempting to preserve many of the details present on the structure. The trees and some banners on the structure, meanwhile, were interactive with a series of wind effectors in-scene.
Created using Cinema4D


05
Star Wars Clone Helmet
As far as first complex 3D models go, I feel as though I did a pretty good job with this simple Phase 1 Clone Trooper helmet from Star Wars. I spent about a week between Autodesk's Maya software and the Substance Painter tool to achieve this final look.
Created using Autodesk Maya and Substance Painter

07
The Room
The final project for my 3D Modeling and Texturing class was to create a realistic room in Maya, then texture it in Substance Painter. Using fifteen unique materials across seven meshes, I recreated a snapshot of my hobby room, complete with in-progress model kit!
Created using Autodesk Maya and Substance Painter