Hi again Tsumea!
Over the past few years, my career has taken me across games, film, television, and advertising, working with talented teams on a wide range of projects and productions. During that time I've had the opportunity to contribute to titles and productions for studios and clients including Netflix, Apple TV+, FX, National Geographic, Gameloft, and many others.
As a Concept Designer and Visual Development Artist, I've worked on everything from worldbuilding and environments to…
Hellboy fan-made project. I focused on creating a game-ready character with an emphasis on anatomy, material definition, and clean topology. Special attention was given to achieving strong silhouette readability and believable surface detail while maintaining efficiency for real-time use. Sculpted in ZBrush, clothes were created in Marvellous Designer, retopologized and UVs in Maya, textured in Substance Painter, and rendered in Marmoset Toolbag 4.
renders i made while working on a gamejam with my exits filled with inside jokes and other referencesat some point id like to revisit the renders to remove these things and make the pixel count consistent on all the machines but i dont really have any real reason to
for my first CGI Environments assignment, i was required to make a stylized low poly outdoor environment i decided on an alien crash site, inspired by Monument Valley and the Australian outback - and im really happy with how it turned out
3D renders i created to be used in my games project assignment for uni - we made a dating sim taking place at a university the style was inspired by Richard Tongeman's ArtStation posts while working on Ring of Fire the bedroom renders are what im most proud of the painting in the bedroom renders were illustrated by @blorbel on Instagram, whereas the other posters were ai generated in 2022 (back when they were nonsensical images, not stolen from artists)
im not gonna lie im just trying to fill out my portfolio i love wizards i wanted to do something inspired by like. those weird huge wizard telescopes curtain, blanket and pillow by @0phthal on instagram https://www.instagram.com/0phthal/
Some old d3dx12 tests, playing with geometry being defined internal to shader, so convex hulls or simple spheres.
and if I can't work out how to get video links to work via the "Add media", will just grab a screenshot of the text burn effect I was playing with for in my d3dx12 ui code
And now to loose some time on what it the easiest way to move this forward and on what path.
Have been setting the ui architecture up so that certain effects would be easy to add into it, but also aware that may not be the current priority