I am a student studying game design at the Rochester Institute of Technology (graduating Spring 2027) specializing in 3D asset production and technical art. My 3D work covers the full production pipeline creating game-ready assets using Maya, ZBrush, and Substance Painter. In addition to 3D modeling, I have experience in character rigging, animation, and shader design. I'm actively looking to contribute to game projects where distinct visuals and gameplay systems work together to create memorable player experiences.
Education, work experience, and other skills.
May 2026 - August 2026
Worked as a technical artist on a 5 person art team collaborating with a larger game development team on ChangelingVR, a narrative driven VR game built in Unreal Engine 4. I functioned mainly as a 3D generalist for this project assisting in development across several levels by working on foliage, character models and rigs, retopology, and complex shaders. While a part of this team I diversified my skillset gaining more hands on experience working in Autodesk Maya, Substance Painter 3D, and ZBrush.
June 2026 - September 2026
Worked as a 3D prop artist on a 20 person game development team on The MAW, a rogue-like first-person shooter built in Godot in collaboration with the Make-A-Wish Foundation. Over the course of this project I helped create several miscellaneous props to fill levels and create a diverse toolkit of meshes in order to support the level designers.
October 2022 - Present
Delivered multi-platform technical support (Windows, macOS, Linux) for university staff and students in-person and remotely, using tools such as BeyondTrust, ServiceNow, Slack, Intune, and Jamf to diagnose and resolve software and hardware issues.
May 2027
Featured Projects I Have Worked On.
A narrative driven VR game developed in Unreal Engine 4. I joined the team over the 2026 Summer internship period as a technical artist developing assets and shaders for use in levels. Each level varied wildly in visual identity representing different people or mental states throughout the story making for a visually diverse playthrough.
A rogue-like first-person shooter developed in Godot in partnership with the Make-A-Wish Foundation for a patient who joined our team as the Creative Director and a lead Level Designer. I joined as a 3D prop artist creating various items to spread throughout the levels and add some visual variety to gameplay. These props were then used by the level designers to create ~10 levels that players explore in escalating difficulty as they progress through the game.
A 3D player vs. player platformer developed in Unity where players play as small hole punchers on a sheet of paper and jump around by punching holes behind them where the last player standing wins. I contributed mainly as a UI/UX developer with some minor 3D modeling work to create the hole puncher main characters and their associated textures. This game was produced in a ~2 week time period in a collaborative game jam with students from both the Rochester Institute of Technology and the Kyoto Computer Gakuin. The language barrier and time zone differences made for some unique challenges but was overall a fun experience.
A fully rigged and game ready character created for use within ChangelingVR, a narrative driven VR game. This T-Rex underwent several revisions and had to be remodeled a few times following feedback and as a result I learned a lot more about character rigs, how to add controls to them, and the benefits of IK vs FK rig handles. It is meant to resemble a stuffed animal hence the yarn-like texture on the body and bright colors.
A glowing crystal material I created in Unreal Engine 4 for use in a future level for ChangelingVR. This was primarily done by following Alex Huang's UE5 Material Crystal Effect - Tutorial on Youtube however, I did add the multicolor effects myself afterwards for more customizability to fit the project's needs. Creating this material taught me a lot about how to use Fresnel nodes specifically and helped me learn more about Unreal's material system in General.
A wood/bone box prop model to fill levels in The MAW, a level based first person shooter developed in collaboration with the Make-A-Wish Foundation. The box was sculpted in parts in ZBrush then retopologized and UV unwrapped in Maya and finally texgtured in Substance Painter 3D.
A character model of a 'nuclear winter' themed character for a final class project encompassing the entire game asset 3D production pipeline made over ~2 weeks. The model was initially concepted using references from games from the Stalker and Metro series, after which we had our concepts reviewed proceeded to modeling them. Then I did a very low poly block out of the character to refine the idea and began sculpting the model in ZBrush. Once the sculpt was complete I took it back into Maya for retopology, UV unwrapping, and rigging. Finally I created an exploded version of the model for texturing in substance painter 3D.