Gallery
Work from before the Ph.D.: art, games and the interfaces between them.
Drawing, sculpture and rendering; technical art for games; and a few pieces where the art and the system are the same object.
Every piece, across every thread. Drawing, sculpture, modeling and rendering.Technical art, shaders, procedural pipelines.Experiments where the art and the system are the same object.
Head studies
Two master copies in grayscale: a classical bust and a portrait, painted to study value and form.
Canvas UI drawn in particles
Panels and even a pannable map, rendered entirely as GPU particles.Stylized dithering shaders
A screen-space dithering post-process in Unity with swappable palettes and dither textures, RGB or HSL quantization, and contrast control.Character bust
A character modeled and rendered in Blender, based on my own Final Fantasy XIV Miqo'te.FAE-01 delivery robot
A little product design: a robot that delivers fresh air from Earth-born trees to your home on Mars.
VR physical-UI node editor
A modular synthesizer you patch with your hands: the UI is made of physical modules in VR.Sketch to terrain: four workflows
One sketched layout built four ways, in Stable Diffusion, Gaea, Houdini and World Creator 3, to compare control against realism.One creature, two skins
Creature design: the same body, drawn once mechanical and once organic.Support-gadget kit: from line sheet to render
An original potion-themed gadget kit taken from concept sheet through modeling to final render, with a set of potion grenades.Anatomy figure in clay
Clay figures sculpted to study anatomy.