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

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 →

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 model images are password-protected because the project is unreleased.

Protected Series Entertainment work

Character models available with password

A private look at the unreleased cast work: production models, face detail, turnarounds, and texture-system examples. Enter the password once to unlock the gallery for 15 minutes in this browser session.

Password available on request. The artwork stays off the public page until unlocked.

Turnaround
Face Detail
Full Body
Texture System

Pipeline


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

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


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