VISUALIZATION

Retro Futurism | La Primavera '77

Cinematic modular environment built as a production-ready environment pipeline for an alternate-history 1970s American Southwest, spanning hard-surface modeling, procedural asset creation, materials, optimization, and real-time presentation.

Retro Futurism La Primavera '77
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OVERVIEW
  • Built 30+ production assets across architecture, vehicles, signage, infrastructure, props, and set dressing as a reusable modular environment kit.
  • Authored tileable materials, trim sheets, decals, UV layouts, and PBR texture sets designed for consistent reuse across the environment.
  • Optimized geometry and materials to a 500K polygon budget while preserving cinematic quality, visual consistency, and real-time performance.
SOFTWARE / TOOLS
Blender
Substance 3D Designer
Substance 3D Painter
Marmoset Toolbag
Photoshop

Lakeside Cabin

Large-scale Unreal Engine 5 environment built from real-world GIS data, combining procedural terrain, vegetation, modular architecture, and real-time world building across a 2 km² landscape.

Lakeside Cabin
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OVERVIEW
  • Transformed GIS elevation data into production-ready terrain and established the geographic foundation for the environment.
  • Created 10+ vegetation assets, modular architecture, bridges, water, and environmental props, using procedural systems to distribute and manage assets across the landscape.
  • Implemented Nanite, Lumen, instancing, scalable scene management, and real-time lighting to maintain a 60 FPS performance target.
SOFTWARE / TOOLS
Unreal Engine 5
Nanite
Lumen
PCG
Blender
Geometry Nodes
Quixel Megascans
Substance Painter
Substance Designer
ArcGIS

French-Inspired Plaza

Historically researched French architectural environment focused on accurate construction, modular asset development, sculpted detail, and high-fidelity material presentation.

French-Inspired Plaza
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OVERVIEW
  • Reconstructed architectural forms from historical references with accurate scale, proportions, construction logic, and period-specific detailing.
  • Built modular buildings, facades, streets, architectural components, and props designed for reuse across larger environment assemblies.
  • Produced optimized topology, UVs, PBR materials, asset variants, lighting, and historically grounded set dressing for a cohesive real-time presentation.
SOFTWARE / TOOLS
Maya
ZBrush
Substance 3D Designer
Substance 3D Painter
Photoshop
Marmoset Toolbag

WW1 Trench

Historically reconstructed WW1 battlefield environment built around cinematic storytelling, combining large-scale terrain, modular fortifications, destruction, foliage, materials, and atmospheric effects.

WW1 Trench
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OVERVIEW
  • Built a complete French-sector battlefield from archival references, including trenches, dugouts, fortifications, infrastructure, vehicles, aircraft, vegetation, and environmental props.
  • Developed layered PBR and procedural material systems for mud, wood, metal, fabric, earth, weathering, and battlefield degradation.
  • Directed composition, lighting, atmosphere, foliage, destruction, and set dressing around a narrative combat moment while maintaining real-time constraints.
SOFTWARE / TOOLS
Maya
Blender
Substance 3D Designer
Substance 3D Painter
Unreal Engine 5
ZBrush
Photoshop

Military Hard Surface

Period-authentic military asset collection focused on mechanically accurate hard-surface modeling, historical research, precision topology, and production integration.

Military Hard Surface
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OVERVIEW
  • Created detailed vehicles, weapons, optics, equipment, mechanical components, and environmental props from historical references.
  • Modeled complex mechanical assemblies using accurate proportions, component relationships, construction logic, and subdivision, boolean, polygonal, and sculpting workflows.
  • Established consistent UV, texel density, topology, material, naming, optimization, and real-time integration standards across the collection.
SOFTWARE / TOOLS
Maya
3ds Max
Blender
ZBrush
Substance 3D Painter
Substance 3D Designer
Marmoset Toolbag
Photoshop

TECHNICAL

NeoClassical Facade Generator

Procedural architectural system that converts high-level design parameters into complete, customizable buildings for scalable environment production.

NeoClassical Facade Generator
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OVERVIEW
  • Engineered procedural generation for footprints, floors, windows, roofs, ornamentation, facade composition, adaptive geometry, and instancing.
  • Automated LOD generation, geometry optimization, and hidden-geometry removal to keep generated assets performant as complexity increases.
  • Built USD-compatible export for moving generated assets into downstream film, game, and visualization pipelines.
SOFTWARE / TOOLS
Houdini
Python
Procedural Modeling
PCG
Geometry Processing
Instancing
LOD Systems
Optimization
USD
Pipeline Development

Procedural Subway Platform Generator

Artist-driven procedural environment system built in Blender Geometry Nodes, using 25+ modular assets to generate distinct New York and Toronto subway environments with configurable layouts and automated asset placement.

Procedural NYC Subway Platform Generator
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OVERVIEW
  • Developed a procedural system for assembling platforms, tracks, stairs, architecture, signage, infrastructure, and props, with controls for platform length, track count, stair placement, and asset distribution.
  • Implemented collision-aware placement that evaluates nearby geometry and automatically skips occupied positions to find the next valid placement point.
  • Designed an interchangeable asset framework allowing artists to swap the 25+ base models for custom assets while preserving the underlying procedural layout and placement logic.
SOFTWARE / TOOLS
Houdini
Python
Substance 3D Painter
Procedural Environments
Environment Art
Instancing
Asset Optimization
Memory Optimization
USD
Pipeline Development

Cross-DCC Asset Pipeline

End-to-end asset pipeline connecting Maya, Substance 3D, Unreal Engine, and Unity, automating asset preparation, LOD generation, material integration, project organization, and real-time presentation from source geometry to final showcase.

Unreal Engine Utility Scripts
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OVERVIEW
  • Engineered Python workflows to automate Maya asset processing, LOD generation, and high-resolution baking variants for production.
  • Automated Substance 3D → Unreal integration for USD assets, textures, LODs, materials, and project organization.
  • Built reusable Unreal and Unity presentation systems for automated lighting, turntables, asset validation, and showcase rendering.
  • Processed complete PBR texture sets in ~86 seconds, generating 8 maps across automated 2K → 4K → 1K scaling.
SOFTWARE / TOOLS
Unreal Engine 5
Blueprints
Python
Technical Art Tools
Pipeline Automation
Asset Validation
LOD
Mesh Optimization
Texture Optimization
Material Systems

Paint & Rust System

Procedural material system for generating controllable surface aging across Unreal Engine and Unity, from clean painted surfaces to advanced corrosion and degradation.

Paint and Rust System
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OVERVIEW
  • Built parameter-driven Substance materials controlling paint condition, wear, exposure, corrosion, and surface variation.
  • Developed physically motivated material logic based on surface behavior and environmental exposure rather than manually authored texture variants.
  • Created reusable material instances and artist controls for generating consistent variations without modifying underlying shader graphs.
SOFTWARE / TOOLS
Substance 3D Designer
Unreal Engine 5
Unity
Procedural Materials
PBR
Shader Development
Material Systems
Material Instancing
HLSL / Shader Fundamentals
OTHER PROJECTS