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G A M E  D E V

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[Link to My Artstation Portfolio]


Vex Mage, Out on Steam and Meta Quest, 2025

Vex Mage is the first full indie title I've been in charge of all the art for: I did everything visual except the VFX which was done by Jeffrey Bulseco. Created with Nervous Systems, specifically Justin Link and Austin East.

Vex Mage is a lightning fast boomer-shooter inspired by arty and minimalist games like Devil Daggers and Hyper Demon. It features a wide variety of spells to combine with your hands, and a quick succession of dense levels to master.

It was built from the ground up to play well in VR and non-VR flat modes; each platform has their unique advantages and all players can play the game together with cross-platform capable co-op.


Release Trailer (captured + edited by me):

Selected screenshots:








Key Art:

I used Maya, Zbrush, Substance Painter, and Photoshop to produce the art for Vex Mage. I also worked heavily in Unity to implement the art and collaborate on level design.

Justin and Austin initiated Vex Mage and created a prototype in 2022. I joined in early 2023 and eventually we secured funding from Meta to finish and ship the game, which we accomplished on budget in October 2025.



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Untitled Unreleased Game

A third person exploration game. Uses minimalist mechanics to mimic and explore movement through the landscape, natural and built shelters and their inhabitants, and self-expression through fashion.

This is a Unity Personal Project. I use Zbrush and Substance to sculpt and color art in a unique way I developed while trying to translate as much of my painting practice into 3D as I can.

Selected environment and character screenshots:











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Game Jam Games

Laughter

For Ludum Dare 32, 2015

A exploration of extreme anxiety, through a landscape-scale manifestation of a character's psyche and disjointed memories.

The theme for Ludum Dare 32 was "un-conventional weapon". I had just discovered the joys of photogrammetry using Autodesk 360 Recap and my DSLR, and the hosts of the event I attended for Ludum Dare 32 in Seattle (AtomJack) were offering an opportunity to use their Oculus DK2s for the jam. I knew I wanted to put these two things together, so I came up with a plan to form a team of my own to make an aesthetic/explorative first person VR experience.

I encountered Pinktreeleaf who writes for games, and I thought that a writer and artist would make a great core team for the project. The 3D meshes I was making with photography and Recap made me think of memories, so I wanted to create a kind of 3D representation of someone's brain where the photogrammetry models served as independent memories. I liked the idea of using photogrammetry models for a gamejam as well, because they sort of subvert the expectations most would have for 3D assets made in a weekend. Pinktreeleaf brainstormed the idea of having it be an experience from the perspective of someone who suffers from extreme anxiety, and as the project came together we decided the specific catalyst for the breakdown the game focuses on would be someone else's laughter- thus the un-conventional weapon tie-in. Here is a trailer video of "Laughter", I recommend just playing it if it interests you as the trailer shows most of what is in the game.

- Win Build Download Link - Ludum Dare Link -


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Game Environments

Sky Gardens

For Energy Hook, 2013-2014

My first completed environment. All assets and level design by me.
Starting with initial sculpt and first hard surface models to completed level in Unity:



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