A collection of digital sculptures exploring form, detail, and expression—ranging from stylized characters to realistic anatomy studies, all created using Blender's sculpting tools.
A showcase of hard surface and mechanical models, featuring detailed designs of weapons, vehicles, and sci-fi props—built with clean topology and a focus on realism and functionality.
A collection of retro-inspired artwork featuring low-poly models with pixel textures, enhanced by modern PBR shading—combining nostalgic visuals with contemporary rendering techniques.
Acquainted Programs
Skilled in both hard surface modeling and sculpting in Blender, with experience creating everything from detailed props and environments to stylized and realistic characters. Comfortable working across the full modeling pipeline, from high-poly sculpts to optimized game-ready assets.
Experienced in real-time rendering optimization with a strong understanding of clean topology and efficient UV workflows. Proficient in normal map baking and asset preparation for game engines, ensuring high visual fidelity while maintaining performance on low-poly models.
Proficient in creating node-based PBR materials using Substance Designer, with a focus on modular, reusable workflows for generating high-quality, game-ready textures.
Skilled in character rigging for both body and facial animation, with experience setting up control rigs and integrating face capture data for expressive, real-time performance.
Experienced in sound design and music composition for games, creating immersive audio through custom sound effects, ambient layers, and dynamic music that enhances gameplay and atmosphere.
Canberra, Australia
Yendis is a well-known developer of real-time web applications and was my starting point in creating art for web-based games. During my time contributing to their projects, many of my assets were implemented in-game, and I became familiar within the community. Unfortunately, I wasn't aware of the terms regarding attribution at the time, so my work went uncredited.
Okotoks, Alberta
Mobile-friendly web design featuring many of their in store products.
Toronto, Ontario
3D model and render of the Rayova ray-gun used in the company's secondary branding.
Calgary, Alberta
3D model of the Super Brokers shield for use in the background of photos
Global.
By far the most enjoyable work I’ve done to date. HST game studios is run by small team of developers who are extremely passionate about the project SCP: Fragment Minds. A survival horror based in a colony on mars. SCP: Fragment Minds was developed Unreal engine 5 which provides incredible functions such as nanite, virtualized geometry allowing the rendering of trillions of triangles in a single scene. Which grants me a lot more freedom in modeling.
Noticing the clear lack of high-quality .io games, another developer and I set out to create sicar.io, a browser-based multiplayer first-person shooter—no downloads required, just play directly in your browser.
To power the game, we've developed our own custom engine called Lumina, built on WebGL. Lumina includes a range of advanced features such as inverse kinematics, node-based post-processing, and modern shading techniques like cascaded shadow maps and screen space ambient occlusion.
Banner animation for Unstoppable Records. (Compression caused by .webp)
Can’t show the full teaser because Infora is still in development. (Compression caused by .webp)
Foothills Composite High School
Alberta High School Diploma 2020/2021
Okotoks, Alberta
HCS3000: Workplace Safety Systems 2020/2021
HCS3010: Workplace Safety Practices 2020/2021
FOD3900: Food Handler Certification 2022/2023