Game Work

This page demonstrates my proficiency across the full game development asset pipeline, from character art and animation to environment design and technical art.


I. Character Art & Animation (Pipeline Focus)

This section showcases my ability to create, rig, and animate game-ready assets for both standard and complex character archetypes.

A. Dudebro Manstrong (The Benchmark Asset)

Focus: Pipeline Efficiency, Optimized Locomotion, and Weight Transfer.

(Dudebro Manstrong Animation Reel – Walk Cycle Video Link)

I managed the low-poly modeling, UV layout, and texturing, focusing on engine efficiency. I created a robust 76-bone rig designed to handle complex movements. The reel above showcases the walk cycle, proving the rig maintains volume and weight transfer through a clean, seamless loop—a critical requirement for in-game locomotion.

Technical Specifications:

  • Polygons: 3,050
  • Rigging: 76 Bones
  • Texturing: 512×512 Resolution
  • Format: FBX (Game Engine Ready)

B. The Fur King (The Versatility Asset)

Focus: Non-Humanoid Rigging, Character Acting, and Custom Skeletal Solutions.

(The Fur King Animation Reel – Howl and Bow Intro Video Link)

The Fur King showcases my ability to tackle complex, non-humanoid rigging challenges. The embedded reel demonstrates the character acting achieved in the howl and bow intro animations, which stress the flexibility of the custom 76-bone structure. This structure was specifically designed to control the dynamic tail, ensuring expressive secondary motion that brings personality to the model. The asset is built with a low count of 5,666 polygons, maintaining the stylized aesthetic while remaining highly optimized.

Technical Specifications:

  • Polygons: 5,666
  • Rigging: 76 Bones (Custom Tail Chain for Dynamics)
  • Texturing: 512×512 Resolution
  • Format: FBX (Game Engine Ready)

II. Environment Design & Technical Art (Versatility)

This section demonstrates my proficiency in engine implementation, spatial design, and material creation across different game engine platforms.

A. R.A.T. Maze (Unreal Engine)

Focus: Level Design, Spatial Planning, and Unreal Engine Implementation.

This environment was designed in Unreal Engine to practice spatial design, player pathing, and environmental assembly. I was responsible for the white-boxing, asset placement, and final lighting/post-processing setup, demonstrating proficiency in using the engine for level construction.

B. Desert Sand Material (Unreal Engine)

Focus: Technical Art and Procedural Material Creation.

This custom material was created directly in the Unreal Engine material editor. I focused on using node networks (displacement, normal maps, and layering) to achieve a distorted, realistic sand texture, highlighting my knowledge of technical art workflows and the technical capacity of the material editor.

C. Simple Low-Poly Level (Unity Engine)

Focus: Engine Versatility and Modular Asset Design.

This project demonstrates my ability to work efficiently within the Unity Engine ecosystem. I focused on creating modular assets and applying layered texturing techniques to build a functional and visually cohesive environment, showcasing engine versatility.

D. The Flower Vendor (Writing Sample)

Focus: Narrative Design and Core Writing Strength.

This short story I wrote demonstrates my foundational strength in writing and narrative design, a critical soft skill for a game designer contributing to story, lore, and quest documentation.

[Link to The Flower Vendor (PDF) Document]

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