GAME ART AND ANIMATION OBJECTIVES
OBJECTIVE 1
Demonstrate and communicate aesthetic skills and choices based on traditional art theories and current game development practices and next generation research.
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Ecorche Sketch of the upper torso, done for anatomy practice


Ecorche Sketch of the arm, done for anatomy practice

This is a creature sculptor I constructed for sculpting class. starting from armature and building up to clay.
This is a human sculpt that was done to learn the basics of anatomy in my sculpting class.
Ecorche Sketch of the arm, done for anatomy practice




OBJECTIVE 2
Conceptualize and generate pre-production art assets through pre-visualization and prototypes usable for multiple game platforms.
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Shown is a concept sketched for a sculpting class, and was then properly sculpted out on armature.

This is a concept depicting a deep cave I created for Advanced environment creation

This is a piece of digital fanart for a show I enjoy, Mao Mao Heroes of Pure Heart
Demonstrate the core skills needed to create 2D and 3D art assets, textures, and animations utilizing industry-standard software tools.
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OBJECTIVE 3
Shown here, are the assets created for the Snow cave environment, done in Advanced environment creation.
These assets were created for another project in the Advanced environment creation, the Deep Cave.













These are assets I used to create my retro sci-fi room for Advanced environment creation.
This is a character concept created for a prototype project, where we made the same character in multiple resolutions




These are pieces of vector art made for a brief prototype in intro to game art and animation.

This is a replication of a Pontiac Trans AM created for Characters and vehicles.
OBJECTIVE 4
Create industry quality 2D and 3D art assets (such as characters, props, textures, environment elements, and collision objects) or animations (keyframed and motion capture character, environmental and FX) for use in game projects utilizing industry-standard software tools, pipelines, and platform guidelines.
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These are various models and animations made for a few different classes.

This is a demo created for our into to art courses, this is a electrouge, a simple collection platformer.
OBJECTIVE 5
Adapt, export, integrate, and optimize game art and animation assets (including shaders and lighting) into 2D and 3D game projects working within a production pipeline and the confines of a project’s game engine, tools and other constraints.
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This is the Ice Cave demo, made for Advanced environment creation. and environment entirely made by myself.

This scene was for advanced environment creation, we were tasked with creating a sci-fi scene, my theme was 70s-esc Scy-fi.

This is the Deep Cave scene, made for Advanced environment creation. and environment entirely made by myself,
in UE5 early access.

The completed environment for electrouge, created for intro to game art and ainmation.

This is a small environment to test out the tileset I created for a little prototype in intro to game art and animation.
OBJECTIVE 6
Establish collaboration, mentorship, and professional leadership skills by working with other disciplines to deliver highly polished and completed projects.
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I have worked on Reign & Rebellion. A UAT studio project.
I was tasked to create whatever prop or scene was needed. I created a title screen with custom models and partial effects when loaded in. My other responsibilities was to create props for the map artist to help populate the worlds.
Escape Room AR was a Team NT Studio project I worked on for my internship. I helped with testing and feedback for most of my time. i was also tasked with some asset cleanup and improvements, like adding more textures to their objects. The team members were nice and extremely accommodating in many situations.