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Time Tear

Spring 2017

     Time Tear is a science-fiction experience that gives the player the ability to jump between past and present to escape an abandoned research facility. Find out how time timeline was forever changed, and finally have your freedom!

     This was my first project at the University of Central Florida. Myself and four other people worked for nine weeks to create Time Tear. I was thrown in as the only environmental artist so I modeled and textured nearly every prop seen in the game. It was here that I learned how demanding creating a game can be, and developed important time management skills in order to meet hard deadlines. I enhanced my modeling skills and learned new and faster ways to model simplistic objects.

Dying Breath

Fall 2018

     Dying Breath is a detective themed third-person experience that allows the player to investigate, find clues, and question suspects easily using "Intuition." A cutting edge medication that sharpens your senses and helps you noticed the small details. When everyone has something to hide, attention to detail is everything!

     This is the second project I helped with in my time at UCF. With a group of nine people we worked on this game over the course of one semester, about sixteen weeks, we created Dying Breath. In this time frame I began to dig deeper and create models that didn't belong in the background as much. My modeling and texturing abilities became sharper as I creates less rigid shapes and more curving and flowing models. With more artists on the team I realized that it's harder than it looks to match styles among the artists, but with proper communication and referencing on both our part and the creative director's part, we made it cohesive.

Itch.io page

Hell On Wheels: Paranormal Grand Prix

Spring 2018

Hell on Wheels: Paranormal Grand Prix is a cartoon cart racer with themes of the underworld. Race on unique tracks, and fight it out with other paranormal creatures for the power and riches promised by the mayor of Hell itself, D. Evil!

     The latest game in my experience is Hell on Wheels. Made with fourteen other people this has been the biggest project I've been on to date, as well as the project that I've learned the most in. My models for this game have been complex and interesting to both look at and make, from a simple fishing shack to a morning star to a successful organic model in the shape of a small demon onlooker. My art director took the time to teach each of us the tricks of character modeling, rigging, and animating, which I look forward to trying more in the future.

Itch.io page

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