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Zoe model

NPC that I designed, modeled and textured for “And I Must Scream” game. She’s a symbolic guardian that will lead the protagonist through the level.
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Max’ enemy

Low poly model and concept for the common enemy from “And I must Scream”. Because the game is about a boy overcoming his own trauma, I designed the enemy to be his darker alter ego.
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Channelable props

Low poly models of the props the proganist can “channel” in “And I Must Scream” game. The real-life TV has a dark alter ego in the dark world.
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Delilah model

Low poly model of our game’s villain, Delilah. The red light from her head is for spotting her enemy, so the player needs to avoid it. She’s a symbolic alter ego of Max’s (the protagonist) babysitter.
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Baddie turntable

Original 3D character model designed by myself, modeled in Maya & Zbrush and textured using Photoshop, Zbrush,Substance Painter and Crazybump. Stylized villain.
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Baddie

Original 3D character model designed by myself, modeled in Maya & Zbrush and textured using Photoshop, Zbrush,Substance Painter and Crazybump. Stylized villain.
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Chattering sniper rifle

When you combine Joker with Mass Effect… Concepts on paper, modeled in Maya and textured in Photoshop and Substance Painter.
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Dive Deep game (gameplay)

Game prototype created with a team of 7 artists in only 4 days. Unreal. Explore the underwater aztec temple to find the clues on how to get inside a secret but beautiful treasure room.
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Dive Deep game (media excerpts)

Game prototype created with a team of 7 artists in only 4 days. Unreal. Explore the underwater aztec temple to find the clues on how to get inside a secret but beautiful treasure room.
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Alleyway

Modeled in Maya, tileable textures created with Photoshop & Crazybump.
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low poly Captain Flint

776 tris. Based on my sketches, I modeled a character in Maya using as few polys as possible. Textures hand-painted in Photoshop.
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