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 available upon request.

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