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
Villain costume 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

Company Game 001

Series Entertainment  ·  Unreleased Project  ·  Character Art  ·  AI-Integrated Pipeline

A story-driven mobile game with a large cast of stylized characters. Working from turnaround concepts provided by the design team, I led character art production across the full pipeline — from early AI exploration through game-ready assets.

Character Models

Character 01
Image coming soon
Character 02
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Character 03
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Character 04
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Character 05
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Character 06
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Character 07
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Character 08
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Pipeline

Concept exploration. Before locking designs, I used Kling and Higgsfield to put characters in motion — a fast way to pressure-test personality, silhouette, and storytelling before any 3D work began. For a narrative game where character feel mattered, this step earned its place.

Image generation research. I ran extensive experiments across ComfyUI, OpenAI, Imagen, and Qwen to understand where AI generation could genuinely improve consistency and where it couldn't. That research shaped how the team approached asset creation going forward.

3D generation. I evaluated available 3D generation models against production quality bar. After significant testing, Hunyuan produced the highest-quality base geometry and became the foundation for the character models.

ZBrush finishing. Generated models were refined in ZBrush — garments, hair, and facial likeness all required hands-on sculpting to hit the concept. All characters shared a consistent base body and face topology across a diverse range of builds and facial features, developed in close collaboration with the tech art team.

Retopology and production pipeline. Final game-ready meshes retopologized in Maya. Worked with tech art, engineering, and production to define UV region standards and texturing processes that could scale across the full cast without losing quality.

Concept Animations

AI-generated motion clips made with Kling and Higgsfield — used to explore each character's personality and movement language early in production, before committing to full animation.

Character 01 — Concept Animation
Character 02 — Concept Animation
Concept Animation 03
Video coming soon
Concept Animation 04
Video coming soon
Concept Animation 05
Video coming soon
Concept Animation 06
Video coming soon
Concept Animation 07
Video coming soon
Concept Animation 08
Video coming soon

Horizon Worlds

Meta  ·  Character Art & World Building

Character and environment work for Meta's social VR platform. For character art I explored expressive hair and accessory systems for the Horizon avatars — chunky, stylized, with room for personality. For environments I built custom architecture sets in Modo, then assembled sets in VR using the Horizon Worlds platform.

Character Art — Hair & Accessories

Early explorations pushed for a chunky, playful aesthetic. These investigations included realistic texture and material studies combined with the stylized Horizon avatar base — trying to find where fun and fidelity meet on the emerging VR platform.

Stylized spiky and classic hair sculpts — Horizon Worlds, Meta
Horizon Worlds — Meta
Curly and long hair sculpts — Horizon Worlds, Meta
Horizon Worlds — Meta
Fedora hat — Horizon Worlds, Meta
Horizon Worlds — Meta
Aviator cap — Horizon Worlds, Meta
Horizon Worlds — Meta
Baseball cap with texture detail — Horizon Worlds, Meta
Horizon Worlds — Meta

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 — Horizon Worlds VR environment, Meta
Horizon Worlds — Meta
Castle exterior alternate angle — Horizon Worlds, Meta
Horizon Worlds — Meta
Castle interior — stage area with players, Horizon Worlds, Meta
Horizon Worlds — Meta
Castle interior — exterior view from inside, Horizon Worlds, Meta
Horizon Worlds — Meta
Watch: Building a Castle Environment in Horizon Worlds YouTube →

Personal Projects

Solo Work  ·  Character Development & Exploration

Characters developed outside of studio work — concept through production pipeline, using whatever tools fit the goal. Each one is a different kind of experiment: building a workflow, pushing a style, or proving out a process.


RoboRuphio

Personal Character  ·  ComfyUI · Hunyuan3D · Veo

A robot character developed from scratch as a personal study in AI-assisted character pipelines — from visual concept through high-resolution 3D generation. The goal is to take RoboRuphio all the way: concept art, hi-res generated model, retopologized game-ready asset, and animation. Currently in progress.

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

Hi-Res 3D Model — Hunyuan3D

The concept fed into Hunyuan3D to generate a detailed 3D model — showing how a 2D character concept can be turned into a 3D asset using AI generation. Screenshots of the generated mesh below.

Hunyuan3D model — front
Screenshot coming soon
Hunyuan3D model — 3/4 view
Screenshot coming soon
Hunyuan3D model — wireframe
Screenshot coming soon
Hunyuan3D model — textured
Screenshot coming soon

Concept Animation — Veo

A short AI-generated animation exploring RoboRuphio's personality and movement before committing to full rigging and animation production.

Veo concept animation
Video coming soon

Game-Ready Asset — In Progress

The hi-res model retopologized to a real-time budget — clean edge loops, proper UV layout, baked normals. The full concept-to-game-asset pipeline in one character.

Low-poly game mesh
Coming soon
Baked + textured in-engine
Coming soon

Sculpts

Personal Work  ·  ZBrush

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

Face sculpt work in progress — personal ZBrush study
Portrait Study — ZBrush
Hair and character study — personal ZBrush work
Hair Study — ZBrush
Zombie Wife — full character sculpt turnaround, ZBrush
Zombie Wife — Full Character · ZBrush (WIP)
Zombie Wife — face detail sculpt, ZBrush
Zombie Wife — Face Detail · ZBrush