Dreaming the Prairie
Gameplay teaser for Dreaming the Prairie, an ecologically conscious bee simulator being developed by a small team using Unreal Engine 5.
My roles in this small team include Lead UI/UX Director, Level Designer, VFX/3D/Foliage Artist, Asset Optimization & Workflow Instructor, Concept Development.
Bracken Conservatory_Full View
A speculative conservatory that was completed during a course in architecture. Meant as a moving storyboard, this piece means to function as both blueprint and fantasy.
See link in order to see individual renders of each module.
Birded Curved Sword
Fictionalized sword made for an armory project. Maya, Zbrush, Substance Painter, Arnold Renderer.
Cenote 2021
Maya paint effects, aiStandardVolume, Maya BOSS Wave Solver, Arnold Renderer.
Solar Care_Video Album Cover
An animated album cover I created for an in-progress album under my music project: Sugarsnake.
See link for extended content.
Dark Soils
Kemet as in fertile
Millefleur like the tapestries
See link for more Bifrost Graph scatter tests.
Rotscythe_2K Render
The second addition to my Armory Project. The haphazard nature of this fictional scythe's construction is an idea I was exploring to inspire fear of its unknown motion. Perhaps it could be swung like a traditional scythe or maybe swiftly swung around like a nun-chuck..!?
Autodesk Maya, ZBrush, Substance Painter, Marmoset Toolbag 3. Summer 2020.
Gnawtooth Blade
A fictional blade created with my Armory project in mind.
Autodesk Maya, Zbrush, Substance Painter, Arnold Renderer. Summer 2020.
Cheesesword_Subsurface Render
First addition to my budding Armory project. I definitely had Zabuza's Kubikiribōchō in mind when sketching it out.. Many workflow dilemmas were resolved in the creation of this game asset.
Autodesk Maya, ZBrush, Substance Painter, Arnold Renderer. Summer 2020.
Tutorial: Procedural Displacement via Hypershade_Maya 2019.02
A tutorial on how to use Maya's Hypershade to generate displacement procedurally.
Soapscoar
2019, Autodesk Maya, Arnold Renderer
Sunchoke Healing
Animation functioning as a supplement to a research presentation for an ecology class
Oct 2019
Maya Playblast
Ivygraper: Devilpod
Modeled after the water chestnut’s seedpod. Zbrush, Maya, Arnold Renderer.
October 2018, Halloween
Xenopillar: Xenobobbit
Symbols of the divide, the Xenopillars exist as siblings of each other and separate from any other. Always their bodies long to be encapsulated into a singular form. They might be the primordial soup spewers of long ago or the acid drippers of some near apocalypse. They hope to exist in order to teach us what smell might look like or how touch could taste. They are contrary to belief for they can’t be barred into any taxonomy. Some say they are the spawn of erotic malfunction while others say they were found in the fringe of some ancient meat locker.
ZBrush, Autodesk Maya, Arnold Renderer
March 2019
Ivygraper
A secret process in some distant cellular threshold describes itself as benevolent. While adjusting to this new climate, the guide brings us to it's maker: a ladybugged beacon.
ZBrush, Maya, Arnold Renderer. Logic ProX.
December 2018
Sharkey: Hidden Geometry
A bust modeled after a series of drawings - an exploration in material and surface using emissive hidden geometry.
ZBrush, Autodesk Maya, Arnold Renderer
November 2018
Sharkey
A bust modeled after a series of drawings.
ZBrush, Autodesk Maya, Arnold Renderer
November 2018
Celled Sip
A cellular sip and transaction. An early 3D project made from experiments in emission and transmission.
Audio made in collaboration with Tristan Quiniou.
Autodesk Maya, Logic Pro X
November 2018.
Breather
Explorations in breath; a beast you may tentatively approach.
Autodesk Maya, Arnold Renderer
October 2018