The Sims 4
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.
Company Game 001
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
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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.
Video coming soon
Video coming soon
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Horizon Worlds
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.
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.
Personal Projects
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
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.
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.
Screenshot coming soon
Screenshot coming soon
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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.
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.
Coming soon
Coming soon
Sculpts
Personal character studies in ZBrush — anatomy, surface detail, and character design worked out in clay before committing to production.