Projects I’ve worked on since 2021 until today

Metahorse Unity - Summon Screen

Directed and coordinated artists based on budget, created the hybrid 2D/3D scene background, and managed game-ready exports.

Collaborated closely with developers to finish screen composition, lighting, and final in-game presentation.


Tools used: Blender, Unity, Photoshop, Miro
Role: Art direction, asset development, layout + lighting polish, export optimization

First concept sketch/small story board
First concept sketch/small story board
progress and references
progress and references
half 2d/3d scene in blender
half 2d/3d scene in blender
final in game
final in game
Metahorse Unity – Optimizing 32 Game-Ready Horses

We optimized and implemented a total of 32 horses for the game.
22 of them were high-poly models without original texture files—requiring custom workflows for retopology, texture baking, rigging, and animation.

I designed and maintained the workflow system, managed export pipelines, and worked closely with our animator and development team to ensure clean integration, in-engine testing, and bug fixing for Unity.


Tools used: Blender, Unity, Photoshop, Miro
Role: Workflow design, asset optimization, rigging, export & implementation, cross-team collaboration
Workflow planning
Workflow planning
Armor Retopology
Armor Retopology
Armor Retopology
Armor Retopology
Armor Retopology
Armor Retopology
Metahorse Unity – Visual Polish & Material Optimization

 Worked with a Unity developer via Discord calls to refine materials, lighting, and camera settings across 32 horses.

Handled texture edits in Photoshop, adjusted shaders in Unity, and improved the overall look and clarity of the stable screens.

Tools used: Unity, Photoshop, Discord
Role: Material tweaks, lighting & camera polish, dev collaboration
BEFORE EDITING
BEFORE EDITING
AFTER EDITING LIGHT, CAMERA AND MATERIALS IN UNITY
AFTER EDITING LIGHT, CAMERA AND MATERIALS IN UNITY
Metahorse Unity – PVP Card Image Polish

Edited horse renders for PVP cards visuals using Photoshop and Lightroom.
Collaborated with our animator, who prepared poses and renders, while I focused on composition, lighting, background effects, and final visual polish.


Tools used: Photoshop, Lightroom
Role: Post-processing, lighting adjustments, compositing, collaboration with animator
Metahorse Unity – Hybrid 2D/3D Character Screen

Created a layered scene using camera projection to blend 2D painted backgrounds with 3D geometry for a character UI screen.

Tools used: Blender, Unity, Photoshop, Fspy
Role: Camera projection, scene layout, stylization, optimization for UI
Stuten Garden – Web Game Consumable Assets

Created stylized consumable assets for a browser-based farming game.
Handled modeling, UVs, and texturing of all items, optimizing them for web performance while keeping a playful hand-painted look.

Tools used: Blender, Photoshop, Substance Painter
Role: 3D asset creation, stylized texturing, performance-ready optimization
Stuten Garden – Web Game social media graphic
Social Media Design & Promotional Assets
Designed and edited promotional visuals for ongoing campaigns.

Collaborated with the animator and graphic designer to direct character poses,
 lighting setups in Blender, and final render passes for social media use.

Tools used: Blender, Photoshop, Illustrator
Role: Visual direction, lighting, asset prep, social media design
personal project - concept to final render

 This stylized robot girl was fully designed and developed from scratch as part of a character exploration in charming sci-fi aesthetics.

Tools used: Blender, Photoshop, Substance Painter
Role: Concept, 3d Modeling, UV Mapping, Texturing, Rig, Posing, Lighting, Rendering, Editing
reference and concept sketch
reference and concept sketch
topology and concepts
topology and concepts
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