Stylized Sword 3D Modeling • Texturing • Rendering Sword Turntable Full 360° showcase of the stylized sword model Project Overview A stylized sword created with a focus on clean topology, procedural PBR textures, and striking visual appeal. This project explores the balance between fantasy aesthetics and functional design, featuring bold colors and sharp silhouettes that …
Farming Pack
I created a complete farming environment pack featuring realistic water VFX, a procedural farmland tile generator, and interactive props with vertex shader-driven growth mechanics. Built with a PBR (Physically Based Rendering) workflow, the pack delivers realistic material properties and natural lighting response. The water system uses vertex shaders, particles, and refraction to create an animated …
Folliage Generator
I built a procedural foliage generation system in Houdini that creates optimized vegetation meshes, bakes them to cards, and brings them into Unreal Engine for real-time rendering. This tool bridges the gap between high-quality artistic foliage and performance-friendly game assets — all while staying fully procedural and customizable. Houdini System Overview — Vertex Color Baking …
Cat Jam
This cat’s walk animation was built using blend spaces and state machines for smooth transitions between movement speeds. The jump was implemented from a single animation that I split into three clips — takeoff, airborne, and landing — allowing the motion to blend seamlessly in-game. I created the cat mesh, rig, and animations myself, while …
Last Year’s Bones
Last Year’s Bones — Collage of a Year WIP · Study Archive · Updated 11 Aug 2025 Why This Exists Last Year’s Bones is my way to make teaching at TGA actually stick. Rigging, Houdini tools, materials, timing, animation, rendering — I needed one place to weave those lessons together. It’s a collage of studies …
Idle Village
Idle Village — Identity-Driven Idle Sim Unity · C# Mobile-First Status: MVP Core (Early) Updated: 15 Aug 2025 Your browser does not support the video tag. Demo: summon → identity-driven needs → villagers path to tiles. Filmed on iPhone 11 · Tested on iOS 18.5 TL;DR Identity-first idle sim. Each villager has a Soul/Flame/Stone + …
Material
🧱 Material Study — Stone Tile A completed procedural material built entirely in Substance Designer. This study focused on sculpting stylized stone using tile samplers, slope blur, grunge blending, and custom masks — all assembled into a clean, game-ready output. Final pass presented in a dynamic scene — focused on stylization, lighting, and presentation polish. …
Spite: Catharsis
This project ran for a month and a half, including a pre-production phase where we planned, iterated, and eventually built one of the most technically diverse game slices I’ve been part of. I worked across VFX, shaders, procedural tool creation, and animation scripting — and for the first time, I saw my work connect across …
Bar Fluid Animation
I created a VAT (Vertex Animation Texture) animation because I found them incredibly beautiful when applied to VFX. This project was a joy to work on, and I loved every step of the process. I also wanted to dive deeper into Houdini, as I see the incredible potential and beauty that the software offers for …
Project OpenGL Foundation
One of my most challenging yet rewarding projects was mastering matrix math, rendering concepts, and lighting techniques. I delved into the mathematical foundations and explored various shaders, enhancing both my technical skills and creative capabilities.This project was particularly enjoyable because of the freedom it afforded me to develop and manipulate every aspect from the ground …
