UE5 - Large Open World Tokyo
World Building & Design: Concepted and blocked out visually compelling game worlds, bridge-gaining the gap between design intent and final art.
Asset Foundations: Authored core world metrics, proxy meshes, white-box materials, and asset libraries to establish studio development standards.
Pipeline Integration: Streamlined asset pipelines between Maya and Unreal Engine, managing geometry cleanup, source files, and collision setup.
Technical Art & Optimization: Resolved complex artistic and technical bottlenecks across lighting, navmesh, player flow, composition, and performance.
Creative Alignment: Balanced gameplay mechanics with artistic vision, successfully navigating and resolving conflicting design goals.
Cross-Functional Collaboration: Proactively collaborated across disciplines, reducing leadership overhead through clear communication and constructive feedback.
UE5 - Dark Halls Blockout
UE5 - Asteroid Blockout
World Previsualization: Built and prevised an entire planet from cryptic brief to functional world, authoring the visual art style, storyboards, and key gameplay beats.
Level Design & Flow: Engineered player flow, pathing, and collision layouts to optimize gameplay pacing and spatial logic.
Atmosphere & Lighting: Executed the look and feel of the environment through custom lighting setups that established the mood and guided player direction.
Blender
Hard Surface Modeling: Transitioned from Maya to Blender and found my passion for hard surface modeling SCI-FI shapes. 😊 This has been incredibly helpful on projects where my modeling skills can compliment my world building skills.
