Quake Champions | Environment Art
(Level work and map updates for Quake Champions)
(Redesigned and built the high-res final boss character body model)
Rage 2: BFG-9000 Re-Imagination
(Reconceptualized and modeled the updated BFG-9000 weapon asset, ensuring alignment with the game's art direction)
Personal Environment Exploration
(Kitbashed and modified historical assets to rapidly prototype and deliver an upgraded environmental look.)
(Produced high-resolution organic body gore assets for real-time gameplay systems.)
Quake Champions: Slip-Gate Mode Exploration
(Concept how the slip-gate mode look and played out)
(Modeled and textured environmental prop assets for Doom (2016)
(Mars Surface and Gore Pipeline)
Doom (2016) | Mars Rock Sets & Environment Exploration
(Pre-production lookdev for Mars surfaces and modular rock assets)
(modular pieces for constructing the environment)
Doom 4 (Unreleased) — Urban Destruction Map
(In-game environment visualization and map layout design)
(Environment lookdev for Hell invading Earth)
Doom (2016) | Construction Site Visualization
(Environment art lookdev developed from initial designer blockouts)
Personal 3D Work | Concept & Asset Art
(Explorations in hard-surface geometry, organic sculpting, and Substance texturing across realistic and stylized art directions. Hosted on ArtStation.)
(A portfolio collection of traditional artwork created across various physical mediums)
Custom Garage Kits & Mech Design
(Original resin-cast mechs and robotic models—hand-sculpted, cast, and built. Visit my Facebook page for the full gallery.)


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