Toronto-based environment artist, level designer and technical artist focused on atmospheric real-time worlds, readable player spaces and production-ready implementation.
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- Environment art and level design in Unity and Unreal Engine
- 3D assets and real-time integration using Blender and Maya
- Gameplay systems, menus and player feedback
- Technical art, lighting, VFX and scene assembly
- Responsive web experiences built with HTML, CSS and JavaScript
A 15-person Brock University capstone built in Unity. I contributed environment production, asset integration, startup and pause menus, character movement, lighting, VFX, collision and interactive audio.
- Visual and technical showcase
- Contained open-world experience inside a multi-area building
A 13-person Brock University capstone. I led the 3D team, authored the complete four-floor haunted-house layout and contributed menus, movement, shooting and sanity-system tuning.
- Level-design and production showcase
- Selected Unity and FBX greyboxes plus recovered production media
- 545 personally authored assets across two capstone games: 320 foliage assets, 150 household and scene props, and 75 character assets
- Complete four-floor horror level authored for About Damned Time
- Team sizes of 13 and 15 across multidisciplinary student productions
- Available for environment art, level design, technical art, 3D art, gameplay/UI implementation and game QA opportunities
The featured games were collaborative student productions. Each public showcase states the project scope and team attribution clearly; repository ownership does not imply sole authorship.