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. 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.
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 model images available upon request.
Pipeline
- Concept exploration. Used Kling and Higgsfield to animate characters early — pressure-testing personality, silhouette, and storytelling before any 3D work began.
- AI image research. Ran extensive experiments across ComfyUI, OpenAI, Imagen, and Qwen to find where generation could genuinely improve consistency across a large cast.
- 3D generation. Evaluated multiple 3D generation models against the production quality bar. Hunyuan produced the best base geometry and became the foundation for all characters.
- ZBrush finishing. Generated models refined hands-on — garments, hair, and facial likeness all required sculpting to hit the concept. All characters shared a consistent base topology developed with tech art.
- Retopology and production pipeline. Final meshes retopologized in Maya. Defined UV region standards and texturing processes with tech art, engineering, and production to scale across the full cast.
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.
3D pipeline in progress: concept → Hunyuan3D generation → ZBrush refinement → retopologized game-ready asset. Screenshots to follow.
Sculpts
Personal character studies in ZBrush — anatomy, surface detail, and character design worked out in clay before committing to production.