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 …
