Art Director · Lead 3D Artist

Creative vision,carried all the way to engine.

For 9 years, I have translated ambitious ideas into distinctive, playable worlds, leading art teams from first reference and storyboard through final in-engine execution and optimization.

Experience
9 years
Practice
Art direction + real-time worlds
Collaboration
Art teams · on-site or distributed · vendors
Front view of a stylized astronaut character in a red suit
Character turntableFront view
PracticeVision → system → engine

Direction is strongest when the visual idea and the production plan are the same conversation.

I lead game-art teams of different sizes, on site or distributed, and align external vendors around a visual target the whole production can understand. Clear standards, practical documentation, and focused reviews keep quality, schedule, and engine constraints in the same conversation.

The vision, story intent, and visual language begin with my direction. I use current tools to research faster, test more possibilities, develop story and mood, and turn decisions into useful production guidance. ChatGPT and Claude help structure research, narrative beats, and documentation; Leonardo and Stable Diffusion help compare visual hypotheses before the art team authors the final result.

  1. 01Art leadership

    Visual standards, feedback, and decisions the art team can execute.

  2. 02World building

    Reference, composition, blockout, lighting, and readable hierarchy.

  3. 03AI-assisted pre-production

    Faster alignment through mood, storyboards, and documented targets.

  4. 04Technical optimization

    LODs, modular kits, trim sheets, atlasing, and intentional geometry.

  5. 052D UI + vector art

    Readable interface graphics, icons, and scalable visual systems for games.

  6. 06Unity + Unreal Engine production

    Hands-on, end-to-end experience across scene assembly, materials, lighting, asset integration, profiling, optimization, and final in-engine delivery.

Selected workThree production case studies

Three worlds. Three production systems. One accountable visual direction.

Each case opens into its own project page: focused visual research, reconstructed concept-phase decisions, annotated color and material analysis, art-team leadership, and optimized in-engine output.

01
Final Victorian miniature-diorama lounge in Unity with a piano, curved bar, and warm practical fixturesView case study ↗

Unity · Social-deduction mystery world for a client-specific custom platform

Victorian Murder Mystery

A social-deduction murder mystery aboard a stylized Victorian train, designed for scrutiny, suspicion, and readable player behavior.

KeyMidtoneShadowAccent

Lighting review-bake time

Before6+ hrsAfter~45 min

Progressive GPU Lightmapper review bake

02
Final Mayhem Alien Worlds biome with luminous mushroom canopies and elevated modular structuresView case study ↗

Unity URP · Modular science-fiction world for mobile

Mayhem: Alien Worlds

A readable battlefield wrapped in controlled spectacle.

KeyMidtoneShadowAccent
Static ↔ Destructible

Asset language defined before production

03
Final Battlefleet gameplay frame showing a ship flying through an asteroid field toward a stationView case study ↗

Unity · Science-fiction strategy game for mobile

Battlefleet Armageddon

Read the fleet before the plating.

KeyMidtoneShadowAccent
2.5K → 1.2K

Triangles per ship, with the gameplay read protected

Roblox live gamesArt direction + live operations

Art Director · Roblox Studio

Built to launch. Directed to keep evolving.

I directed art for live Roblox games including Giant Simulator, Dunking Simulator, and Factory Simulator. The work combined environment and prop direction, lighting, cross-device readability, seasonal content, and review systems that kept frequent updates visually consistent.

Live production
Updates, events, and seasonal releases
Art leadership
Assets, lighting, visual tone, and review
Platform focus
Roblox Studio across device ranges
Production toolkitArt craft + real-time execution

A wide toolkit. One authored visual language.

My practice spans sculpting, modeling, materials, rendering, engine integration, 2D UI, vector art, visual development, and production communication. The software changes with the problem; the visual standard remains consistent.

Game-art production

  • ZBrush
  • Blender
  • Maya
  • Photoshop
  • Unity
  • Unreal Engine
  • Substance 3D Painter
  • Marmoset Toolbag

Production coordination

  • Figma
  • monday.com
  • Trello
  • ClickUp

Used for visual reviews, task ownership, milestone planning, vendor communication, and keeping art production visible across on-site and distributed teams.

AI-assisted tools

  • ChatGPT
  • Claude
  • ComfyUI
  • Lovable
  • Leonardo AI
  • Tripo3D AI

Used for research, story development, rapid visual comparison, workflow prototyping, and clear documentation under an authored art direction.

Personal art

The brief ends. The craft keeps moving.

Character, creature, environment, blockout, and production studies curated from the strongest work in the portfolio deck.

View personal artwork

AI-assisted visual development

Worlds, characters, and motion tested before production.

Clearly disclosed concept-phase studies spanning game worlds, character consistency, lighting, action, image-to-video, last-frame continuation, and a documented custom-node workflow.

Explore visual-development work
AI-generated cyber-western game-world keyframeView worlds + motion ↗

Opportunities

Clear visual direction, carried through production.

Open to Art Director and Lead 3D Artist opportunities with game studios seeking strong visual standards, game-art team leadership, adaptable on-site or distributed collaboration, vendor alignment, and engine-aware optimization.