ThermoFlux is the largest project I have worked on, 3D modeling texturing and several different assets to be used throughout the game as environment art. I also created the game's marketing art using Adobe Photoshop and Adobe Illustrator.
This project was worked on with a team of fellow UCF students as part of Game Production. More info about the game itself can be downloaded here.Ā
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Poster Concept Art
Digital Version (Adobe Illustrator)
First Prototype (Adobe Photoshop)
Second Prototype (Adobe Photoshop)
Second Prototype (Adobe Photoshop)
Final Poster (Adobe Photoshop)
Game Cover Art (Adobe Photoshop)
ScreenSaver is a personal project of mine which I have been envisioning for several years. In early 2025, I started to bring this project to life using pixel art as a medium.
I learned how to 2D animate pixel art sprites along with making assets to be used in designing levels for the worlds withing ScreenSaver. Here are some examples of my work on this project.
C.O.R.Y. was the first character I've designed for this project using Aseprite.
This is the first time I've experimented with character design, along with making characters using pixel art and animation as my medium. So far I've created an idle, running, and jumping animation.
7 total frames
7 total frames
9 total frames
Alien Assault was developed by my Game Design team when assigned to remix a classic 2D game. This was my first time creating pixel art for a team game project, which I used to make the player ship along with player and enemy lasers.
This was also my first time creating UI/UX elements for a game, learning how to make sure these elements fit along with the theming of the game
8 frames created using Aseprite
Player Laser
Smoke Particle Effect
Player Ship/Character
Created using Aseprite
Pursuit of Pantheon is a single player roguelike RPG where you take the role of a god or goddess and attempt to sway the hearts of the people to gain more followers and build your army to defeat the armies of other gods.
For this project, I worked as an all around 2D artist designing characters, UI elements, and background assets. I also worked as a concept artist to conceptualize the storybook style.
Bandit
Thief
Barbarian
Barbarian Elder
The characters in Pursuit of Pantheon are made to appear like they were cut out of a story book. Here are the key characteristics to their desings:
Simple designs representing children book illustrations
Cell shading
Cartoony head and face proportions
Thick, black outlines
Jagged white background to portray them as paper cutouts
This game also includes two items. The Promotion Stone allows players to level up troops and the Revive Book lets players resurrect a fallen troop. Each item was created to follow the same design principles above.
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Revive Item
Promotion Stone
While players take a break, they can enter the local tavern to talk with NPC's. I created this background to appear like a flat paper craft setting for the background of dialogue scenes.
I also created various UI elements for the game. To the left is the character selection box and the element above is the dialogue box.Ā
Anything But a Gun is a single-player first person shooter roguelike where players rely on creativity to turn a randomized assortment of objects found throughout an office into an arsenal of powerful projectile-based weaponry.
I've taken the role as assistant art lead for this project under the team Forward Slash Studios, and have created a mix of 2D and 3D assets used for UI, environmental objects, weapons, and more. You can download Anything but a Gun here!
Lava Lamp Weapon Model
All of my models were created using Maya 2026, and use Lamberts as placeholder textures to be swapped out with better textures in-engine.
Anything But a Gun has a mid-poly art style, using simple shapes and colors to detail most assets.
The health bar and dash meter are broken up into a few assets which have been layered on top of each other:
Element Frame
Health Bar
Dash Icons
Assembled Heath Bar and Dash Meter Icons
Element Frame
HP and XP Bar
Dash Icon
Assembled Style Meter
The Style Meter is used in-game to display how well the player is doing at killing enemies quickly while minimizing damage. As players perform better, the bar increases and the level goes up with different text to represent the tiers (C tier through S tier) It is broken up into a few elements including:
Element Frame
Style Meter Bar
Style Level Text
Element Frame
Style Meter
Variable Text depending on Style Level
This meter is used to detect the heat level of a couple of weapons in-game to let the player know if said weapon is overheating.
This meter has a full and empty asset variant. The full asset is overlayed onto the empty asset similarly to the bars above and uses a mask to raise or lower the flame in the meter.
Heat MeterĀ (Full)
Heat Meter (Empty)
This damage indicator is made on the edge of a 1:1 rectangular image and rotates around the player's crosshair to show where damage is coming from.
There are 38 different onomatopoeia assets created, every weapon in the game receiving at least one and several other interactable objects containing them to add juice to the gameplay. The text is always white so the color can be easily changed in-engine.
Damage Indicator
Various Onomatopoeia