I created the scene in modular pieces, and made all the materials tileable. This was a quick level design, done in Unreal Engine 4.
This is a cartoon style cutaway scene done in UE4, based off of an isometric concept art.
These are early prototype control grips I modeled for a CH-47 military training simulation.
Devilbiss Spray Gun, for the Weekly Hard Surface Modeling Challenge on Polycount. (Week 31, August 2014)
Wooden Door asset, done in 2014.
Bunny Nunchucks, this is for the Monthly Handpaint Art Jam on Polycount for April 2015.
This is a pinata I created for an upcoming mobile AR game, in-development, by Terra Reality. I created several assets for the game. This one was the first one I created. The game is expected to be released soon for the iPhone/Android.
These are in-game shots of SPA 124th, an iPhone game I did freelance work on for Armistice Games, from late 2009 to 2010. The game was released on May/June 2010. It was later removed on the iTunes store on October 2011. Crosses vs Cockades was the 2nd flight-simulation title that was planned to be released. It had a playable build on Facebook years later, around 2014. The two other titles, Red Baron and Fin Viz, were also in-development around the same time.
These are in-game screenshots of ModNation Racers on the PSP. I interned at Sony Computer Entertainment in San Diego on this title during the summer of 2009. I was responsible for optimizing assets from the PS3 version of the game, to low-poly for the PSP version. I optimized race tracks, props, a few baked animations for low-poly characters, and textures.
This was an educational game on the web called “It’s Your Choice.” It was developed by E Factor Media (now E for Mankind) for the California Council on Economic Education. I interned with the company through March of 2009, mainly UV mapping and working on low-poly buildings. The company was awarded the Adobe 2009 MAX Honorable Mention Award in the Social Responsibility Category.