Portfolio

  • Projekt Valour

    Projekt Valour

    This was one of my favorite original illustrations to make. I spent over a month developing a unique concept, researching, prototyping designs, getting feedback and polishing. You can check out the entire process if you’d like.

    A global robotics CG competition prompted me to pour as much effort as I could into it. This carried me to second place in the competition and a feature on Polycount, Blenderatists, and a CG news website.

    Main Image Head Shot

  • Brukel

    Brukel

    These are development shots of Brukel, a game I worked as a Lead 3D Artist. I constructed the pipeline for character art, level meshes, and smaller props in Unreal Engine 4, but also oversaw quality assurance checks. These are some assets that I created on my own. In addition I helped other artists with their assets, touched up art and shared techniques.

    Character Art

    Barrel

    Radio

  • Ninja 250R

    Ninja 250R

    The Kawasaki Ninja 250R was and still is a motorcycle I’d love to take for a spin. I was so fascinated by it that I took a couple months to study its forms and components in excruciating detail and transfer that into an intricately rendered 3D model with accurate materials.

    Front of Ninja Back of Ninja

  • Humane Interface

    Humane Interface

    Something inspired by a childhood dream of mine and this amazing concept by Gui Guimaraes. I had some time on my hands to create something a little over the top for a 3D class final.

    It’s basically a personification of the Play Station 4 operating system.

    Humane Interface Clay Render

  • Furrow

    Furrow

    These images were part of a presentation my team gave during E3 2016. The month-long project was the result of a 48 hour Social Connection gamejam hosted by the ESA and AARP. We made it all the way to the finals and presented at the Ritz-Carlton in LA. The concept is mostly about exploration and co-operative puzzle solving, but also focuses on passive world-creation by players.

    Cover concept

    Character Sheet

    Monument Model

  • Wildwood Tree

    Wildwood Tree

    Working at LifeFormations I was given the responsibility of collaborating with Dollywood’s creative director to generate a dozen concepts and the final version of their 55ft Wildwood Tree. It is the centerpiece of Wildwood Grove, Dollywood’s newest expansion. After concepting I populated all 600 programmable LED butterflies and 1200 leaves in various configurations, making wiring diagrams along the way. Once the design was finalized I assisted in splitting the tree into chunks for milling, casting, shipping and assembly.

    Photographs provided by Jon Roost.

    Main Shot Nighttime Further Nighttime Closeup

  • Desert Eagle & Knife

    Desert Eagle & Knife

    Probably one of the more complex game models I've created, this Desert Eagle was modeled down the the bolt, magazine and bullet. It was meant for use in an unreleased survival first person shooter. I also modeled a pair of hands and a knife with matching rigs for animation. I've included an animated gif to illustrate a proposed set of actions in-engine. I also created a series of videos covering the workflow for these models.

    Beauty Shot Wires Knife Model

  • Hagrid's Motorbike Adventure Figures

    Hagrid's Motorbike Adventure Figures

    Working at LifeFormations I helped design and produce two figures for Hagrid’s Magical Creatures Motorbike Adventure in Universal Orlando’s Island of Adventure. One was a static Centaur with a bow and the other was a full scale cerberus named Fluffy with three moving, growling heads. The rollercoaster has gone on to win the 2019 Themed Entertainment Association Outstanding Achievement Award and continues to be their most popular ride.

    Centaur Centaur Fluffy Fluffy

    Images Courtesy of Universal

  • Orcon

    Orcon

    Orcon was one of my semester-long independent game development projects. The player is a pigeon-pilot based loosely on the actual research of BF Skinner during WWII, who successfully trained pigeons to pilot ordinance with a 100% hit rate. The graphics are stylized to reflect the modernist aircraft design sentiment of the 60’s (for example MiG-21 Russian fighter jets). The gameplay is very fast paced and difficult, dodging oncoming fire enroute to a high value air-borne target. Download it on gamejolt. Banner Image Gameplay screenshot Bomber Model

  • Book Cover Illustration

    Book Cover Illustration

    A pair of illustrations done for Cambridge University Press commissioned by Douglas E. Stevens PhD. They portray the book’s contents and themes in the form of Adam Smith on the top fold and a modernized steam engine on the bottom.

    Book Cover

  • Samus Aran

    Samus Aran

    This work is a tribute to one of my favorite series, Metroid which features the bounty hunter Samus Aran. Most of my effort so far has been dedicated to creating her character, the under-suit and a companion alien Metroid model. I plan on adding to this project a complete suit, rigging and some studio-style illustrations in the future.

    Main Image Metroid Suit Concept

  • GE Additive VR

    GE Additive VR

    I was contracted to create these optimized assets by VECTRE LLC. They were used by General Electric at an Expo where customers could plan additive printing facilities in Virtual Reality thanks to the app developed by VECTRE.

    Machine 1 Machine 2 Machine 3 Machine 4