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 …