PROJECTS
Below, you can find a display of projects I either created or worked on.
Original Concept / Solo Project
SCAVENGER






Scavenger is a top down game with a focus on story, quests, resource management and building. The player is a robot waking up after an apocalypse, teaming up with a mutant slime named Gooblin to survive.
This game is a remake of my "The Forest" project that won Gnomon's Winter 2022 Best of Term for Development in games.
I was responsible for:
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Gameplay design & systems
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Cinematics & cutscene logic
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Character models & design
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Character rigs & animation
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Environment art & design
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Prop art & design
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UI art, design & functionality
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SFX & music
Original Concept / Solo Project
SUBJECT 11






Subject 11 is a short horror game experience. The player explores a sci-fi space laboratory while an alien subject breaks loose. Gameplay focuses on exploration, story, character interaction, resource management and survival.
The game won Gnomon's Fall 2022 Best of Term for Gameplay.
I was responsible for:
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Gameplay design & systems
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Character models & design
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Environment art & design
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Prop art & design
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UI art, design & functionality
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SFX & music

WINTERING
Original Concept / Group Project





Wintering is a work in project first person mystery & thriller game. With gameplay focused on story, investigation, gunplay and survival, the player takes the place of a man who has just moved into a strange new remote apartment building with even stranger neighbors, and is trapped inside as a snowstorm blocks escape.
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Player first person animations were created by Kyle Martin, and I was responsible for everything else in the project.
I was responsible for:
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Gameplay design & systems
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Environment art & design
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Prop art & design
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UI art, design & functionality
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SFX & music
The breakdown for this project is currently being reworked and will be available soon!
Concept by Gramps Chen / Group Project
GRAMPS' GUN RANGE



Gramps' Gun Range is a gameplay feature demo that drops the player in a sci-fi gun range, where they can play with standard shooter concepts.
I was brought onto the project after environment, FX and gameplay animation work were completed in order to make it a playable experience.
I was responsible for:
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Main menu UI
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Pause menu UI
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In-game diegetic menu UI
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SFX design & implementation
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Concept by Square Enix / Solo Work
TRAVERSE TOWN





Traverse Town is an ongoing mod project for Kingdom Hearts 3, utilizing the skills and tools I've picked up across my professional and educational endeavors.
As the game was made in Unreal Engine, I've been able to hook into the base game and inject new, original assets created from scratch. Through this process, I've created and added an entirely new map not present in the original game, recreating a location from prior games- but modernized to current standards.
I was responsible for:
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Environment creation
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Modeling and texturing
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Shader setup
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Custom gameplay feature creation
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Reverse engineering and utilizing workflows/tools used in Kingdom Hearts 3's creation, for my own use
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Seamless integration of my assets into the game experience

Original Concept / Solo Project
NIGHT POOL





Night pool is an original environment, created in Unreal Engine for my Game Creation 1 class at Gnomon School of VFX.
This project was solely focused on environment, prop and shader creation, as an exercise in the artistic side of game creation as opposed to gameplay.
I was responsible for:​​
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Concept
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Environment & prop modeling
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Foliage creation
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Texturing in Substance Suite
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Shader setup in Unreal
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Lighting & FX
EXPERIENCE
Software used at Brinx:








I was responsible for:
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Team management; overseeing and assigning team tasks, organizing time cards and schedules, intercompany communications on projects, file management, compiling final deliverables, and more.
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Client work; worked with company clients to help my team reach satisfactory results in brand partnerships and advertisements, iterating to meet client needs in visuals across Brinx.TV content. Clients included Purple Mattress, Adidas, NFL Hall of Fame, Moon Pie, Aletha Health and more
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Scripting; using Blueprint and C++ in Unreal Engine, I handled all scripting for the team's projects- for both offline and real-time content. This ranged from procedural asset creation tools, to real-time scene controls and more.
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Cinematics & sequences; created real-time and pre-rendered cinematics and sequences for on-air programming, advertisements, educational content and live events. For live events that used AR or LED volumes, I handled all real-time controls for playing, customizing and controlling sequences through Stype and Unreal Engine.​
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Asset creation; contributed 3D & 2D art assets across all team projects, including: environment art, prop art, character models & rigs, animation, motion graphics, graphic design, audio design, and VFX.
BRINX.TV
Unreal Team Lead / Dec 2023 - Jan 2025
At Brinx.TV, I helped establish a 3D/Virtual pipeline for the sports and entertainment broadcasting platform. With the help of my team, we used Unreal Engine 5 and a suite of 3D software to create pre-rendered cinematics, LED volume and live AR content for broadcasts and live events.

CHEEHOO
Unreal Generalist / March 2025 - Present
I am currently working as a part time contractor at Cheehoo, helping develop procedural tools, shaders, workflow, and art assets for an unannounced project. Using Unreal Engine 5, coming up with creative solutions for the project's unique art style, as well as handling environment and scene assembly.
ABOUT ME
I'm a recent graduate of Gnomon School of VFX, Games and Animation in Los Angeles, CA.
At Gnomon, I got a BFA studying in the games track- primarily focusing on Gameplay Engineering and Technical Art in Unreal Engine. Outside of those two specialties, I built a strong skillset for all things regarding the 3D pipeline, particularly environment, prop, lighting, sound and UI design.
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I've had a focus on all things creative my entire life, not limited to 3D art. I have a love of graphic illustration & design, music & audio creation, and writing. My goal is to use my wide creative and technical skillsets in order to craft innovative, exciting worlds for players to experience in games.

SKILLS
Software & Tools
Programming
Production
- Unreal Engine 4/5
- Blueprints
- Autodesk Maya
- Blender
- Substance Designer
- Substance Painter
- Adobe Photoshop
- Adobe After Effects
- Houdini
- Gaea
- zBrush
- SpeedTree
- Stype
- Tool Creation
- UI Creation
- Gameplay Systems
- Iterative Prototyping
- Debugging
- Modeling
- Sculpting
- Texturing & Shading
- Environment Art
- Level Design
- Game Cinematics
- Procedural Workflows
- Foliage Creation
EDUCATION
Gnomon
School of Games, VFX & Animation
2019 - 2022
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BFA in Digital Production
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Games Track
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Focus on Gameplay Engineering & Tech Art
ACHIEVEMENTS
Best of Term
Gnomon School of VFX
Was awarded Best of Term award for the Fall 2022 quarter in the category of 'Games - Gameplay'
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Gnomon awards Best of Term for exceptional student work every term. This award was won for my Subject 11 project.
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Best of Term
Gnomon School of VFX
Was awarded Best of Term award for the Winter 2022 quarter in the category of 'Games - Development'
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Gnomon awards Best of Term for exceptional student work every term. This award was won for my "Forest" project, which I am currently re-imagining as a new project titled Scavenger​
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Alumni Panel
Gnomon School of VFX
Was invited back to Gnomon in March of 2023 to speak on an alumni panel about my artistic journey and work in games.
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Gnomon invited back a small group of graduates they deemed exceptional examples to share their stories.
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