Finished Enclave courtyard environment with a sculptural tree centerpiece.

Environment

Environments and worldbuilding

Blockout of the Enclave landing area and monumental exterior architecture.
Enclave Landing - Blockout
Finished Enclave landing area with ships, materials, foliage, and final lighting.
Enclave Landing - Finished
Blockout of the Enclave courtyard centered around a large tree.
Enclave Courtyard - Blockout
Finished Enclave courtyard with its central tree, final materials, foliage, and lighting.
Enclave Courtyard - Finished
Blockout of the Enclave grounds and circulation layout.
Enclave Grounds - Blockout
Finished Enclave grounds with landscaped paths, water, architecture, and terrain.
Enclave Grounds - Finished
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

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.
Uneti Tree — Physics Base
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

Game Design / Rapid Prototyping

Dolphin Cove

Featured Project

A playable ocean prototype

  • Game Design
  • Rapid Prototyping
  • Godot
  • Adaptive Play

Built over an approximately five-hour implementation window.

I built Dolphin Cove from a movement blockout into an explorable ocean in approximately five hours. I designed the steering, underwater habitats, and adjustable pace, sound, and visual detail. The prototype explores how configurable play could support regulation and focus; clinician controls let the experience adapt to the player.

Creatures

Tamed Rancor
HQ Terentatek — V4

Characters

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

Character Heads

Keanu Head
Xaria Head

Programming

  • Python
  • C++
  • C#
  • JavaScript
  • PowerShell
  • Unreal Blueprints
  • WGSL / Shader Programming
  • CMake
  • Ren'Py

My Creative Philosophy

Worlds worth exploring

I like building places that make me wonder who lived there, and characters that look like they belong. I work from blockout through materials and animation, refining how everything looks and feels in play.

My favorite projects bring environments, creatures, and props together into a world worth exploring.