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.
Horizon Worlds
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.
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Props
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.
Untitled Game
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.
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Burger Rush
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.
Visual Development
Sculpts
Personal character studies in ZBrush — anatomy, surface detail, and character design worked out in clay before committing to production.
Concepts and Early Game Development
Various Concept sketches and visual development — characters, costumes, weapons, and props
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RoboRuphio
Concept Art — ComfyUI
Visual development built in ComfyUI — iterating on silhouette, material, and personality across many generations until the character locked in.
3D pipeline in progress: concept → Hunyuan3D generation → ZBrush refinement → retopologized game-ready asset. Screenshots to follow.