Cinematic portfolio montage: Clan Ordo Basilisk and Reclaimer face Apex Crusher, Prox, and Warden across a red-sky canyon with a waterfall, landing platform, and shipwreck.

Gameplay / Environments / Technical art

Game Designer

I build playable systems in C++ and worlds in Unreal Engine.

Selected work

Gameplay, worlds & characters

Game design / C++ / Unreal Engine

Routine Maintenance

Original game · In development

A maintenance droid. A ship in lockdown. Systems built to turn survival into a series of decisions.

I design and build the C++ gameplay systems below, connecting enemy behavior, weapons, and interactive level hardware. These browser studies pair the game assets with source excerpts and plain-language explanations.

Interactive gameplay demonstrations require JavaScript.

Dolphin Cove · Earlier playable prototype

Game Design / Rapid Prototyping

Dolphin Cove

Independent prototype

A playable ocean prototype

  • Game Design
  • Rapid Prototyping
  • Godot
  • Adaptive Play

Early Godot prototype

I designed the steering, underwater habitats, and adjustable pace, sound, and visual detail. This early prototype explores configurable play; it is a design study, not a clinically validated treatment.

Environment

Environments and worldbuilding

Canyon environment

Landscape, lighting, and worldbuilding

Canyon blockout establishing the curved elevated route, cliff walls, and waterfall placeholder
01 · Blockout / Earlier viewpoint
Finished canyon with a landing platform, curved route, stone spires, waterfall, and red sky
02 · Finished environment
High canyon overview showing elevated routes, rock pillars, mist, and a wreck in the water below
Canyon overview
A wreck resting in green water beneath high red cliffs and narrow stone spires
Wreck below the cliffs

Enclave · Star Wars fan environment

Finished Enclave landing area with ships, materials, foliage, and final lighting.
Enclave Landing - Finished
Finished Enclave courtyard with its central tree, final materials, foliage, and lighting.
Enclave Courtyard - Finished
Finished Enclave grounds with landscaped paths, water, architecture, and terrain.
Enclave Grounds - Finished
Explore the Enclave blockouts
Blockout of the Enclave landing area and monumental exterior architecture.
Enclave Landing - Blockout
Blockout of the Enclave courtyard centered around a large tree.
Enclave Courtyard - Blockout
Blockout of the Enclave grounds and circulation layout.
Enclave Grounds - Blockout
Earlier environments and layout studies
Wide structural study of the Below the Undercity central chamber, columns, tunnels, and modular architecture.
Below the Undercity - Structural Study
Below the Undercity environment view framed through a dark passage into a cool blue utility chamber.
Below the Undercity - View 01
Below the Undercity corridor view with contrasting warm and cool pools of light.
Below the Undercity - View 02
Below the Undercity gameplay encounter view with cover, an enemy silhouette, and directional lighting.
Below the Undercity - View 03
Below the Undercity chamber view with green industrial lighting and modular architecture.
Below the Undercity - View 04
Early corridor blockout pass showing the full scene.
Interior Corridor Blockout
Finished corridor environment with final lighting and dressing.
Interior Corridor Finished
Explore UV and layout studies
Checker-material room blockout showing proportional room layout and repeated tiled UVs.
Room Layout
Checker-material corridor blockout showing tiled UV consistency across walls, ceiling, and floor.
Tiled UV Pass

Creatures

Creatures and mechanical characters

Reclaimer · Play the gameplay loop ↗

14,299 triangles · 23-bone rig. Tripo starting mesh, Blender cleanup, custom rig and animation; Higgsfield motion references. C++ behavior and VFX integration in Unreal.

Apex Crusher · 14,960 triangles
Prox / Routine Maintenance
Clan Ordo Basilisk · KOTOR II

33,750 triangles · Original PBR textures and native animation. Modeling, texturing, animation, and enemy implementation for a Star Wars / KOTOR II fan mod, based on original game references.

HQ Terentatek — V4 · KOTOR II fan mod
Tamed Rancor · KOTOR II fan mod

Characters

Characters, outfits, and performance

KOTOR II / Character redesign

Xaria

Layered white hair, quilted cloth, worn leather, and fitted jewelry.

Full-character material study. Animation and collision integration are in progress.

Rotate, zoom, and inspect the model. Head and outfit UVs are available beneath the viewer.

Female and male Zabrak Battle Armor: original KOTOR II outfits beside the modular redesigns.

KOTOR II / Outfit redesign

Zabrak Battle Armor

Leather layers, fitted armor, and a modular assembly for female and male bodies.

View comparisons & breakdown ↗
Head and facial animation studies
Keanu likeness study
Explore the Star Wars fan-art character collection
Earlier Xaria / Facial animation
Xaria
Floating Utility Droid
War Droid
HK-24
Ithorian
Rodian Spacer
Twi'lek Jedi
Zabrak Sentinel
Duros Scholar
Honor Guard
Republic Soldier
Sith Marauder Armor
Bendak Starkiller
Heavy Sith Trooper
Master Vandar

Props & Foliage

Trees, vehicles, and environment props

Featured Foliage Asset

Uneti Tree — Concept to Engine

A flowering hero tree with a twisted trunk, broad canopy, and hanging vines.

  • Foliage
  • PBR Materials
  • Unreal Engine
  • Physics Setup
Interactive canopy and hanging vines
Visual target for the Uneti tree's broad canopy and twisted trunk.
01 Concept target
Gray blockout of the Uneti tree establishing its trunk, roots, canopy, and hanging forms.
02 Form and silhouette blockout
Finished Uneti tree with corrected bark, foliage, blossoms, and hanging vines.
03 Finished engine asset

Refined silhouette, materials, Unreal setup, and foliage physics.

Foliage Collection

Dantooine tree set

Wind-responsive canopies and hanging vines.
Dantooine Tree 1
Dantooine Tree 2
Dantooine Tree 3
Dantooine Twisted Tree
Dantooine Wide Canopy

Selected Props

Landing Zone

Flight-line vehicles, service equipment, and monument.
Jedi StarfighterSingle-seat interceptor
Jedi Sentinel StatueAcademy monument
Canopy Access StandMobile maintenance stairs
Towing VehicleFlight-line utility tractor
Energy Refill UnitFour-cell service cart
Fuel CoilMobile hose reel
Fuel TankPortable fuel reservoir
Proton Torpedo RackRack-mounted munitions

Simulation / Materials

VFX in motion

Weapon, impact, and elemental effects

Houdini simulation studies

Character animation

Weight, rhythm, intent

Hover to preview · Click or tap to keep playing · One performance at a time

More combat and creature motion
Routine Maintenance · Modeling and material studies

Routine Maintenance

Production studies

Sovereign Dawn industrial ship with engine rings, refinery towers, and suspended service pods

Sovereign Dawn

Industrial ship exterior · Modeling and material study

Warden armored boss with a riot shield, heavy gun, and crystal-infected core

Warden

46-mesh assembly · PBR material study / In development

Explore attack cancellation ↗

About / Contact

From an idea to something playable

I’m a game designer with software-engineering experience. I build gameplay in C++, shape environments in Unreal, and work across modeling, materials, rigging, and animation.

Routine Maintenance is my original game in development. My KOTOR II work explores character replacements and environments within an existing game’s constraints.

Get in touch ↗ · Resume