
Level Art: Art Block: Key Composition. Alpha Art: Detailing & Materials. Final Pass: Polish, Foliage & Brush Strokes. Asset Kits Worked On: Giant Pollen Tree, Pipes, Interactable Puzzle Assets, Waterfall Gate, Floating Platforms, Distorted Walls, Updraft Pipes, Giant Tree Roots.

Level Art: Art Block: Key Composition. Alpha Art: Detailing & Materials. Final Pass: Polish, Foliage & Brush Strokes. Asset Kits Worked On: Giant Pollen Tree, Pipes, Interactable Puzzle Assets, Waterfall Gate, Floating Platforms, Distorted Walls, Updraft Pipes, Giant Tree Roots.

Level Art: Alpha Art: Tertiary Detailing, Puzzle Elements, Composition & Materials. Final Pass: Portal Transitions, Decals. Asset Kits Worked On: Distorted Time Cliffs, Distorted Time Architecture.

Level Art: Alpha Art: Key Art, Composition & Materials. Asset Kits Worked On: Distorted Gateway Towers, Distorted Stairs, Distorted Architecture.

Level Art: Art Block: Key Composition. Alpha Art: Detailing & Materials. Final Pass: Polish, Foliage & Brush Strokes. Asset Kits Worked On: Pink Sticky Slime, Time Distorted Cliffsides.

Level Art: Art Block: Key Composition & Narrative. Alpha Art: Detailing & Materials. Final Pass: Polish, Foliage, Brush Strokes, Optimizations. Asset Kits Worked On: Distorted Architecture, Horologue Dock, Pink Sticky Slime.

Level Art: Art Block: Key Composition & Narrative. Alpha Art: Detailing & Materials. Final Pass: Polish, Foliage, Brush Strokes, Optimizations. Asset Kits Worked On: Distorted Architecture, Horologue Dock, Pink Sticky Slime.
Keeper
MORE UPDATES COMING DEC 2025:
Level Art: Level Art Block, Level Kits, Assets, Materials, Textures.
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Worked for 8 months with Double Fine to develop and ship a game with a small team of 30-40 people within a short time frame.
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Responsible for shaping Level art from simple designer white box to Art Block (L1): Key Composition, to Alpha Art (L2): Detailing & Materials, to Final Pass (L3): Polish, Foliage & Paint Strokes.
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Collaborated closely with Art Director, VFX and Designers to craft a strange, but rich and cohesive world.
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Expedited level asset kits by using a VR modeling pipeline to quickly prototype and test but also to produce organic and complex shapes quickly. The kits usually were sent out to asset outsourcing, but occasionally it would be worked up to final by myself.