Eda: Tabaxi Rogue, 2025, 3D Model: Blender/Adobe Substance Painter, Sole Creator
Eda: Tabaxi Rogue is one of my fully rendered and game ready 3D Models. The model was sculpted entirely in Blender and is fully rigged, in addition to having an optimized wireframe for game integration. The subject for this project was one of the races from the Dungeons & Dragons 5th Edition Sourcebook by the Wizards RPG Team. They are depicted as a catlike humanoid species. This model is an original artistic interpretation of this species.
I sought to create a model with less humanoid features, particularly facial features. Working in one subject, humans, is incredibly valuable; however, I wished to expand my skills with this as a challenge. I incorporated a unique rig to fit the needs this type of figure would require and worked hard to recreate an overall life-likeness. In addition to blender, Adobe's Substance Painter was utilized to create the textures for this model. The overall goal of this work was to create a fully realized game model capable of animation.
The Matron’s Web, 2026, Procreate, Sole Creator
The Matron’s Web is a digital illustration created in Procreate. The subject of this piece is the Queen of Ravens, also known as the Matron of Death, originally created and designed for Critical Role’s animated show Vox Machina. The character of this series left a lasting impression on me as a viewer, in addition to her relevance surrounding the cast. She exists as an ethereal being that controls the course of destiny and death within the world. This influence appealed to the inspirations that I hope to incorporate in future projects.
For this work, I aimed to create a piece that encompassed this relationship she has to one of the characters by representing her authority as a deity. I used many tools within Procreate to create a painterly look to the piece similar to a traditional painting. The work is meant to show the power of Matron and her indifference to the affairs of the world and the character she is controlling. I sought to create this to showcase a traditional approach to a digital medium, in addition to being a respectful admiration of the source material.
The Big Combo Storyboard Reel, 2026, 3D Model: Blender, Sole Creator
This storyboard reel is a project that provides new artistic interpretations on scenes from Joseph H. Lewis’s The Big Combo (1955). As a personal learning exercise, I worked inside Blender to create a 90 seconds short, with handmade models, set design, and characters. The goal for me on this project was to study the directors cinematic choices through a scene in the film and reconstruct it from scratch. Each piece of the set was created with my previous knowledge of blenders tools and capabilities in order to accurately portray the scene represented in the original work. There was less emphasis on detail for objects within the scene, and instead there was a focus on conveying the emotional tone through cinematic techniques.
The core purpose was to gain knowledge of digital camera decisions and how to replicate professional techniques in a digital space. I worked closely with the cameras available in blender to recreate an equivalent ambience of the original film. In addition to cinematography, lighting techniques were also emphasized due to the difference between digital and non digital spaces. Throughout the process of its creation, I sought to showcase the skills that I achieved in order to push this to be an original work rather than a one to one reimagination.
Tempoest Prototype, 2025, Godot, Game Artist
Tempoest is a prototype arcade-style rhythm game where movements are limited in order to provide unique challenges for players. The game is loosely based off of Atari’s tube shooter game, Tempest. In this game, players are given the option to choose between stages, music, and difficulty, and may play at a speed that is suitable for their individual needs. The challenge of this game lies in its limited movements, players may only move along the bounds of the stage like in Tempest. For this project I worked as the artist and designer, providing a basis for the foundation of our game’s core loop and player actions. I made most of the decisions about what would serve as inspiration from the original game and what we could create to support the concept we had in mind. As players progress through the game, the level begins to change in complexity and design, adding an element of uncertainty to the experience. This mechanic was the final work done on the prototype before its first playtest.
My teammate and I sought to create an experience filled with nostalgia and familiarity by centering our design around arcade style games. We hoped to draw people in with mechanics that felt familiar but introduced a new type of player experience. Tempoest works to be a modern version of the experience created during the time that existed in the era of early gaming. It served as a ground for testing different concepts and provided us with growth in our knowledge about user interactions. If the project were continued to be worked on, integration of multiplayer would be a top priority, in order to incorporate the community that was created in arcades. However for the time being the game thoroughly served as a creative outlet for our ideas.
Rise and Fall, 2026, Digital TTRPG, Designer
Rise and Fall is a turn based mafia style board game where each player takes on a specific role, complete with their own responsibilities and interests. The game is intended to educate others on the consequences of environmental ignorance. In this five person game, players are asked to choose between the Mayor, Developer, Environmentalist, Neighbor, and Ocean roles as they play. I was the designer behind each character, providing hand drawn headshots used for movable tokens, created in procreate. Additionally the hexagonal design of the board was a decision I influenced which heavily impacted the gameplay and left me in charge of a majority of the mechanics and actions players are able to take. Each character has a goal they need to work towards as the game progresses, however failing to work together results in a loss for all players. As you progress, you form bonds and alliances with other players to achieve your personal goals, however some actions have more consequences than others and alliances are never permanent.
My team and I sought to create an experience centered around West Cliff Drive, Santa Cruz, that addressed rising sea levels and challenged the modern structures that affect our environment. Rise and Fall works to close the perceptual gap we hold by compressing decades of coastal change into actionable rounds of play, making visible what is otherwise too slow or large to feel urgent. Our game is ultimately a love letter to West Cliff and the real threats that it faces in the future. The mafia-style structure was deliberate; rather than casting climate change as a single problem with a single villain and a single solution, we wanted players to experience the tension between roles that have legitimate but incompatible priorities. If the game succeeds, it is not because it solves anything, but because it asks five players sitting around a board to confront the same impossible trade-offs that the Santa Cruz community faces every day and to realize that the ocean does not wait for consensus