Personal art · selected craft studies

Shape language should hold before detail arrives.

A curated selection of character, creature, environment, blockout, and production work. These studies keep hands-on craft connected to the standards I set for larger art teams.

01

Environment art + real-time production

From level plan to final material response.

A personal modular environment study developed from 2D flow and playable blockout through asset construction, UV planning, geometry review, lighting, and final frames.

Final real-time container-yard environment with stacked containers, barrels, and dry terrain

Material baseline · container, ground, and prop families

Material baseline · container, ground, and prop families
Wide final real-time environment view with sandbag cover, fencing, and a container landmark

Material baseline · container, ground, and prop families

Defensive lane · cover rhythm and landmark color
Final real-time environment view with blue perimeter fencing and human-scale props

Material baseline · container, ground, and prop families

Traversal edge · scale, fencing, and prop hierarchy
Final real-time environment view with barrels, sandbags, and stacked shipping containers

Material baseline · container, ground, and prop families

Cover sequence · foreground mass and route visibility
Final real-time environment view focused on modular sandbags and industrial spools

Material baseline · container, ground, and prop families

Modular kit · repeated assets with varied silhouettes
Close final real-time view of gravel, tire wear, and ground-surface response

Material baseline · container, ground, and prop families

Surface close read · ground breakup and material response
Top-down level plans and playable environment blockouts

Level flow → spatial blockout

Level flow → spatial blockout
Wireframes, UV layouts, and geometry-reduction comparisons for modular props

Level flow → spatial blockout

Wireframe → UV planning → geometry review
02

Stylized character

One silhouette, every angle accountable.

A game-ready character study focused on proportion, equipment hierarchy, and a readable silhouette from front, profile, and rear views.

Front view of a stylized astronaut character in a red suit
Character turntableFront view
Manual
03

Stylized creature

Verdant Warden: a leaf-armored dragon.

Verdant Warden explores a small dragon whose protection grows rather than being forged. Broad green forms keep the creature approachable, while layered autumn leaves build armor across the shoulders, spine, and tail. Bark-like horns add age without making the silhouette severe. Large plates establish the read, smaller leaves create rhythm, and the pale underside gives the face room to breathe. The views test whether personality, weight, and armor hierarchy remain clear from every angle.

Three-quarter presentation of Verdant Warden, a stylized leaf-armored dragon

Three-quarter · character read

Three-quarter · character read
Close top and rear study of the dragon's layered leaf armor

Three-quarter · character read

Top / rear · armor layering
Close front study of the dragon's expression and chest proportions

Three-quarter · character read

Front · expression + balance
04

Stylized world study · environmental storytelling

The Last Look: runway rules become elimination rules.

This independent personal study reframes elimination-game tension inside a candy-colored miniature world. Rounded astronaut silhouettes, dressing-room props, a strict runway axis, saturated warm light, and a darker aftermath create contrast between cute surfaces and severe stakes. The environment directs the eye from backstage staging to the focal runway while testing composition, character grouping, and storytelling across wide, high-angle, and ground-level views.

The Last Look stylized elimination-game environment study, frame 1

Diorama overview · runway axis and backstage story beats

Diorama overview · runway axis and backstage story beats
The Last Look stylized elimination-game environment study, frame 2

Diorama overview · runway axis and backstage story beats

Wide staging · focal hierarchy from dressing room to runway
The Last Look stylized elimination-game environment study, frame 3

Diorama overview · runway axis and backstage story beats

Ground-level view · threat framed through foreground scale
The Last Look stylized elimination-game environment study, frame 4

Diorama overview · runway axis and backstage story beats

Runway confrontation · character grouping and negative space
The Last Look stylized elimination-game environment study, frame 5

Diorama overview · runway axis and backstage story beats

High-angle overview · route, witnesses, and aftermath
The Last Look stylized elimination-game environment study, frame 6

Diorama overview · runway axis and backstage story beats

Final state · repeated silhouettes against the central runway

Independent fan-inspired study · not commissioned, licensed, or affiliated with an existing series or rights holder.