The Sims 4

EA Maxis  ·  Character Artist

Costume and outfit production for The Sims 4. Each piece is built for the Sims 4 character customization system — modular construction, clean LODs, and stylized material shading that reads in-engine at gameplay distance. I created everything hands-on: modeling, texturing, applying skin-weights, and in-game integration.

Boba Fett — 7-angle turnaround — The Sims 4 Star Wars collaboration
Star Wars collaboration — The Sims 4, EA Maxis  ·  Click to see breakdown
Oracle costume lineup — The Sims 4, EA Maxis
The Sims 4 — EA Maxis
Spartan outfit set — The Sims 4, EA Maxis
The Sims 4 — EA Maxis
Gardener outfit set — The Sims 4, EA Maxis
The Sims 4 — EA Maxis
Rocker outfit lineup — The Sims 4, EA Maxis
The Sims 4 — EA Maxis
Business and suit outfit lineup — The Sims 4, EA Maxis
The Sims 4 — EA Maxis

Horizon Worlds

Meta  ·  Character Art & World Building

Character and environment work for Meta's social VR platform. Avatar components modeled and textured on the shared Horizon base — from individual hair and accessory studies to coordinated, game-ready outfits and color variants.

Three-piece suit avatar outfits with Oxford shoe variants — Horizon Worlds, Meta
Three-Piece Suit · Oxford Shoes
Basic avatar outfits with pump color variants — Horizon Worlds, Meta
Basic Outfits · Pump Colorways
Curly and long hair sculpt — Horizon Worlds, Meta +1
Hair Production
Fedora hat colorways — Horizon Worlds, Meta
Fedora · Colorways & Texture
Aviator helmet turnaround — Horizon Worlds, Meta
Aviator Helmet
Baseball cap texture detail — Horizon Worlds, Meta
Baseball Cap
Eyewear lineup and turnarounds — Horizon Worlds, Meta
Eyewear · Turnarounds
Garibaldi beard sculpt turnaround — Horizon Worlds, Meta
Facial Hair · Sculpt Turnaround

Props

Stylized raygun renders — Horizon Worlds, Meta
Stylized Raygun
Rollerball hoverboard prop — Horizon Worlds, Meta
Rollerball Hoverboard

World Building — Castle Environment

Built and furnished in VR using a custom castle architecture kit — each architectural piece, sconce, rod, and rock piece designed for modular reuse, then combined with in-world Horizon primitives to finish the scene.

Castle exterior views — Horizon Worlds VR environment, Meta
Horizon Worlds — Meta
Castle interior — grand hall, Horizon Worlds, Meta
Horizon Worlds — Meta
▶ Watch: Building a Castle Environment in Horizon Worlds YouTube →

Untitled Game

Series Entertainment  ·  Character Art & Modeling

Character assets for a story-driven mobile game. I modeled the shared base body, then sculpted, modeled, and refined each character through silhouette, clothing, hair, and facial detail. The concept and design teams made these characters so unique and fun, I was able to create a lot of different variations for costuming.

Company Game 001 character 02 face model detail +1
Model Detail
Company Game 001 character 03 full-body model
Full-Body Model
Company Game 001 character 04 full-body sculpt
Character Model
Company Game 001 character 05 turnaround and level of detail
Turnaround + LOD
Company Game 001 character 06 texture variants
Texture Variants
Company Game 001 character 01 model turnaround and face detail
Model Turnaround & Detail

Burger Rush

Series Entertainment  ·  Character Art

Burger Rush is a game we made at Series for for RUN.world. I made the character model and texture assets. The game is a small and fun burger shop management game where you can buy and sell burgers to customers. Play Burger Rush on RUN.world.

Burger Rush manager character turnaround
Manager
Burger Rush cashier character turnaround
Cashier
Burger Rush employee character turnaround
Employee
Burger Rush customer character lineup
Customer Lineup

Visual Development

Professional and Solo Work  ·  Visual Development at Early Stages of the Games

Sculpts

Personal Work  ·  ZBrush
Personal character studies in ZBrush — anatomy, surface detail, and character design worked out in clay before committing to production.

Zombie Wife — full character sculpt turnaround, ZBrush
Zombie Wife — Full Character · ZBrush (WIP)
Zombie Wife — face detail sculpt, ZBrush
Zombie Wife — Face Detail · ZBrush
Portrait study — character art for Episode, Pocket Gems
Portrait Study
Hair study — character art for Episode, Pocket Gems
Hair Study

Concepts and Early Game Development

Professional Concept Work  ·  Character, Costume & Prop Design

Various Concept sketches and visual development — characters, costumes, weapons, and props

Character costume lineup and color variants
Costume Lineup - Hannah Montana Rock Out the Show - Page44 Games
Mask of Bacchus — 3D model and texture, Gods and Heroes +1
Mask of Bacchus - Gods and Heroes - Perpetual Entertainment
Down-rezzed skinsuit LOD study
LOD Skinsuit - Page44 Games
Tribal mace and dagger weapon concepts
Tribal Weapons - Gods and Heroes - Perpetual Entertainment
Zoo keeper character design board
Zoo Keeper - Page44 Games
Cylon Assault character sketch
Cylon Assault
Mouth shape rig and Arnold render — Episode, Pocket Gems
Mouth Rig - Episode - Pocket Gems
Bear mascot helmet front and back — Episode, Pocket Gems
Bear Mascot Helmet - Episode - Pocket Gems

RoboRuphio

Personal Character  ·  ComfyUI · Hunyuan3D · Veo

Concept Art — ComfyUI

Visual development built in ComfyUI — iterating on silhouette, material, and personality across many generations until the character locked in.

RoboRuphio — hero concept render
RoboRuphio — Concept
RoboRuphio — 5-angle turnaround
RoboRuphio — Turnaround

3D pipeline in progress: concept → Hunyuan3D generation → ZBrush refinement → retopologized game-ready asset. Screenshots to follow.