PROJECTS
Below, you can find a display of projects I either created or worked on.
Original Concept / Solo Project
PROXIMA
Proxima is a solo-developed sci-fi exploration game built in Unreal Engine 5. A vastly expanded re-imagining of my Gnomon Best of Term-winning project, the game blends high-fidelity environment art with robust gameplay systems, challenging players to outsmart an alien entity in a dynamic space laboratory.
I am 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
Software used:
Original Concept / Solo Project
SCAVENGER
Scavenger is a solo-developed, top-down survival game centered on narrative quests, resource management, and base-building mechanics. Expanding upon my Gnomon Best of Term-winning prototype, the game follows a robotic protagonist who teams up with a dynamic mutant slime creature to navigate a post-apocalyptic world.
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
Software used:
GRAMPS' GUN RANGE
Concept by Gramps Chen / Group Project
Gramps' Gun Range is a collaborative sci-fi shooter prototype and feature demo available on Itch.io. Joining the team after the core art and animation phases were completed, I was tasked with developing the interactive logic, UI, and audio systems required to transform the project from a visual showcase into a fully 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
Software used:
TRAVERSE TOWN
Concept by Square Enix / Solo Work
Traverse Town is an ongoing mod for Kingdom Hearts III that fully recreates the iconic 2002 location from the first series entry to modern, AAA PBR standards. By reverse-engineering the shipped game’s Unreal Engine architecture, I seamlessly injected a completely custom, from-scratch map into the live game. Covered by various gaming media, the project goes beyond a visual upgrade by integrating custom gameplay features, enemy encounters, and level logic directly into the retail game.
I was responsible for:​​​
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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
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Environment creation
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Modeling and texturing
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Shader setup
Software used:
EXPERIENCE

SPUREE
Unreal Generalist March 2025 - Present
Currently working full-time at Spuree as an Unreal Generalist on The Magic Tree House and unannounced projects. My role spans the entire Unreal Engine 5 pipeline: I contribute high-fidelity art assets, develop procedural tools and shaders, and manage complex scene assemblies - acting as the core bridge between the art and programming teams.
My responsibilities include:
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Procedural systems & scripting; engineering procedural generation tools and technical art pipelines in Unreal Engine 5 to build reactive environments and optimize workflows for the art team.
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Asset creation & scene assembly; modeling high-fidelity 3D assets and managing complex scene layouts, lighting, and custom shaders to achieve the unique visual styles required for The Magic Tree House and unannounced projects.
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Technical leadership; leading the charge on all Unreal Engine management and technical decisions, actively responding to the evolving needs of our shows and cross-disciplinary teams.
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Pipeline & version control; managing Perforce and version control file organization across all Unreal projects to ensure secure, seamless collaboration for the entire studio.
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Team onboarding & documentation; authoring a large portion of our internal documentation and onboarding guides via Notion, alongside personally training and onboarding new team members to our workflows.
Software used at Spuree:
BRINX.TV
Unreal Team Lead Dec 2023 - Jan 2025
Initially contracted to establish a core 3D pipeline for Brinx.TV, I transitioned into a year-long role leading a team of Unreal artists. Our work spanned the full production spectrum; from engineering dynamic, live-controllable Unreal Engine stages for real-time broadcast, to crafting cinematic-quality offline renders utilized across television, websites, advertisements, and brand deals.
My responsibilities included:
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Pipeline & team leadership; established the core 3D pipeline from the ground up, directed a team of artists, and managed cross-departmental communication to align technical execution with broadcast goals.
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Client-side interaction; led meetings directly with clients for project pitches, guided iterative revision cycles, and managed the handover of final deliverables to ensure creative and technical expectations were exceeded.
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Cinematics & shot creation; directed camera framing, lighting, and camera animation for final renders, seamlessly integrating character animations and visual state logic into polished live broadcast sequences.
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Dynamic systems & live logic; engineered interactive Blueprint systems, live-data integrations, and custom controls, allowing stages and backgrounds to be manipulated dynamically during live television broadcasts.​
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Asset creation & environment design; modeled, textured, and optimized diverse, high-fidelity 3D environments and props across a wide range of styles for real-time rendering.
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Infrastructure & version control; set up and managed Perforce servers, Unreal projects and file management, and overall IT infrastructure to support the 3D department.
Software used at Brinx:
ABOUT ME
I am a Gameplay Designer and Technical Artist specializing in Unreal Engine, holding a BFA in Games from the Gnomon School of Visual Effects, Games & Animation. My work bridges the gap between complex tech and high-fidelity art. While my core focus lies in systemic gameplay design and technical pipelines, I have cultivated a robust skillset across the entire 3D pipeline - including environment creation, prop modeling, lighting, UI, and sound design.
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A lifelong creative, my passions extend beyond 3D art into graphic illustration, music production, and writing. My ultimate goal is to leverage this multi-disciplinary background to build immersive, highly interactive worlds and unforgettable player experiences.

SKILLS
Software & Tools
- Unreal Engine 4/5
- Blueprints
- PCG
- Autodesk Maya
- Blender
- Substance Designer
- Substance Painter
- Adobe Photoshop
- Adobe After Effects
- Houdini
- Gaea
- zBrush
- SpeedTree
- Stype
Programming
- Tool Creation
- UI Creation
- Gameplay Systems
- Iterative Prototyping
- Debugging
Production
- 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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