Art Gallery

Kuromiro City
A cyberpunk cityscape created for NeoNoir using Blender. Features procedural building placement via geometry nodes, custom shaders, handmade textures, and texture baking for Unity implementation.
View in NeoNoir
Animal Crossing Character
A 3D character model inspired by Animal Crossing's art style, created and rigged in Blender. This project involved both character modeling and skeleton rigging, partially following a tutorial to learn the techniques.
View in Animal Crossing UI/UX Study
Toon Chair
A stylized wooden chair created in Blender, following a tutorial. This piece represents my first steps into 3D modeling with a focus on clean, cartoon-style aesthetics.

Retro Dither Pipeline
A retro pixel look implemented as a Unity post-process: fixed internal resolution, palette quantization, ordered 4×4/8×8 dithering, and UI exclusion with runtime palette swaps.
View in NeoNoir
Alchemy Flasks
A trio of stylized potion flasks. Models built in Blender; liquids rendered in Unity with a custom shader (fill-level mask, soft rim-light, fake refraction, and color variations). Inspired by Gabriel Aguiar's work.

Proximity Scan (Detection Array)
A hybrid shader + script 'detection array.' A sweeping ring scans the scene, finds colliders (layer-masked), and drives an outline/glow via material params. Speed, radius, falloff, and color are tweakable; emits hit events for gameplay hooks. Features Fresnel-lit hologram with moving scanlines, soft depth-fade, and glitch flicker.
View in Garden Reconsacred
Spell Effect VFX
An atmospheric magical spell effect created in Unity's particle system. Features custom textures created in Photoshop and light array props modeled in Blender. Combines multiple software tools to create immersive magical lighting and particle effects.

Pixel Lighting Study
A retro lighting test featuring sphere, cube, and cylinder rendered at fixed internal resolution with nearest-neighbor upscale for crisp pixels. Simple Lambert shading with hard shadow maps to showcase the low-res aesthetic.

Houdini Candle Flame Effect
A realistic candle flame and smoke simulation created in Houdini using pyro solvers. Features procedural flame generation with billowy smoke dynamics, showcasing advanced VFX techniques in Houdini's node-based workflow.

Houdini Wheel Smoke Effect
A dynamic tire smoke simulation created in Houdini using pyro solvers. Features realistic wheel burnout smoke with natural turbulence and dissipation patterns, demonstrating advanced automotive VFX techniques for racing and action sequences.

Custom Slime Shader
A custom shader created using Unity's Shader Graph system for the Garden Reconsacred project. This shader gives slime entities a translucent, gelatinous appearance with internal glow effects, incorporating dynamic color gradients, subsurface scattering simulation, and optimized real-time rendering.
View in Garden Reconsacred
Sci-fi Tree Scene
An atmospheric 3D animation featuring a luminescent tree in a dark environment. This piece showcases advanced lighting techniques and sci-fi aesthetics, creating a mesmerizing and otherworldly atmosphere.

Zombie Attack Animation
My first ever Blender project - a simple animated zombie character performing an attack motion. This piece marks the beginning of my journey into 3D modeling and animation, created for a basic 3D game.

Procedural Cheese
A procedurally generated 3D cheese model created in Houdini, following a tutorial to learn procedural modeling techniques. This project demonstrates the power of procedural generation for creating realistic organic structures.