Green Gardens
Software: Z-Brush, Blender & Photoshop

Green Gardens was a prototype renovation & solitaire mobile game, where the narrative and drama centered around a typical mid-western family (and their very nosy neighbour!). I was responsible for character modelling in Z-Brush, Low-poly retopology & texturing for this project. Character Design by Patrick Romano & Polina Mozgovaya.
High-poly Zbrush





Low-poly Blender




April
Software: Blender & Photoshop
A 3D character I made for mobile games in testing, with advanced rigging controls for animation, including foot-roll controls, FK/ IK switches, and blend-shape controls for facial expressions.



Substance Designer Materials

I've been experimenting with creating procedural materials in Substance Designer to enhance my 3D work. The ramen bowl above was made entirely from scratch using nodes in the graph view, with no images or textures.



This embroidery generator uses an input image to extract its colour palette and arrange blocks of stitches that follow the contours and flow of the image, using a bevel node to shape the stitches.



These materials are also 100% node-based, with no image textures used. They are ideal for integration into a 2.5D environment and can be imported directly into Unity, allowing you to adjust parameters and fine-tune their appearance and overall aesthetic in real time.
Solitaire Quest
Software: Z-Brush, Blender
Solitaire Quest is a prototype mobile game, where the player guided Misty the Cat home by playing games of Solitaire. As lead artist, I was responsible for icon & UI design, character design, 3D artwork & animation


