top of page
Skeleton Crew
I handled the bulk of environment art on Skeleton Crew; designing, painting, & integrating assets within the levels. I had full ownership of the lighting in the game using Unity's Universal Render Pipeline; and worked extensively with our code base's components to build & enhance layered visuals throughout the game's three regions.
Dragon's Watch
On Dragon's Watch, a P2P RPG with gacha character collection as its principle focus, I was responsible for designing & animating characters and various regions & levels within the game, working within Unity to structure and test assets. I also took ownership of designing & integrating the visuals of UI systems, particularly within the P2P arenas.
bottom of page