Art
I'm a 3D artist focused on stylized game art. I work primarily in Blender for modeling and Substance Painter/Designer for texture and material creation. In my free time I often explore different aesthetics like painterly styles, cel shading, and other stylized workflows, and how they function in real-time engines like Unity and Unreal Engine 5. This page is a collection of personal projects, style tests, and material experiments. While I don't yet have a full production-ready portfolio, this represents my ongoing work, passion for game visuals, and ability to bring stylized assets to life.
Materials
Stylized Metal (Substance Designer)
A stylized metal material created in Substance Designer, inspired by the hand-painted material look.

Basic Stylized Material (Substance Painter)
This material sort of became the base for all my other stylized materials. I made this when I first bought substance painter using a tutorial I found online.

Stylized Rubber (Substance Painter)
This material was made the same way as my metal material. I wanted to keep the style consistent because I made this material for a stylized skin I wanted to make for Counter Strike 2. You can see the final product below.

Stylized Wood (Substance Painter)
A painterly wood material. I wanted to avoid the overly clean look of procedural wood and instead focus on fitting the style of my metal and rubber materials so I could use this for my CS2 skin.

CS2 AK-47 Skin (Submitted to Workshop)
This skin was created for CS2 and submitted to the Steam Workshop. This was the culmination of my time spent learning substance painter. I really enjoyed this project, however, if I were to redo it, I would likely not use the default CS2 maps. I could have sculpted some details onto a high poly version of the gun and baked my own, more stylzed normals.

Models
Low Poly Hammer & Axe
These blocky, low-poly weapons were part of an experiment in low poly modeling for an RPG concept. I'm thinking of revisiting this idea at some point in the future.

Low Poly Trees
I modeled a few simple trees using low-poly shapes and then just colored them all slightly differently for difffernt biomes.

Low Poly Ores
These models represent different ore types like iron, gold, etc. for a low-poly mining system. They were originally made as part of an early prototype for a single player game idea I had that was heavily inspired by classic MMORPGs like RuneScape and games like Animal Crossing. The goal was to build a coherent visual language where each resource could be quickly identified through it's color.

Character (Low Poly)
This was a character I made using a tutorial I found. I am pretty unpracticed when it comes to modeling and sculpting living things like humans and animals, but this was a good little experiment.

Toontown Inspired Trumpet
Last year I focused a lot of my free time on creating what I think Toontown Online would look like in the modern day. The trumpet is one of the gags/weapons in the game. I wanted to try my hand at making an updated trumpet with stylized PBR materials that still retains the cartoony shape of the original. One thing I would change about this is the color variation. From what I now understand, gold does not typically have different shades like the different color patches on the trumpet.

Eye Spy
This is one of my more recent art pieces. I recently reached out to a group through discord about joining their project. They wanted me to make this character that they had concept art for. I think I kept it pretty close to the original. I have since left their project as the project was mostly someone's "dream game" and the scope was too big to be realistic, but I did enjoy working on this model.

Original Concept Art for Eye Spy

PSX Style Office Items
In my spare time right now I am working on another game for a group on discord. Their game is much more reasonable in scope and is well managed, so I have been with them for a little while now. There is not much I can really show yet, but I will share a few screen shots of some models I have made.




These were all super easy to make because they really only involve finding photos of real life objects and using a tool called shoebox to make textures out of photos. After making them into their own image textures I would scale them down in photoshop to either 256x256 or 128x128 depending on the size of the model. I really like the PlayStation 1 style and these have been a lot of fun to make.
I also made this video guide for the newer artists joining the project I have been making these assets for. I wanted to make sure the style stayed consistent so I made some documentation as well as a video for them to watch.
View PDFEnvironments and Shaders
Toontown in Unreal Engine 5
These were part of that Toontown project from last year. The majority of the materials are mine except for the roof tiles in the bottom right. I added that because I was not sure whether I wanted to try out a more Genshin Impact level of detail, or stick with my simple material style that was more inline with the original Toontown game.



Here I was testing whether or not I liked the outline on the player character. This was just a temporary model of Flippy from Toontown that I made really fast in blender.
PSX Shader in Unity
This was a simple PSX shader I made in Unity by following some documentation I found online.

Toon Shader in Unity
This is a Toon shader I made in Unity for an art demonstration I was working on.

Thanks for taking the time to check out my art. I'm always exploring new stylized techniques, whether it's through materials, modeling, or in-engine experimentation. This page will continue to grow as I develop more assets and refine my visual style. If you'd like to chat about art direction, game visuals, or anything in between, feel free to reach out!