Game Studio Work

Contract modeling and animation for an indie game studio, creating environment assets and 30+ player tool animations.

These assets showcase my work creating 3D assets and animations for an indie game. I modeled high and low-poly environment pieces, designed and animated interactive player tools, and iterated closely with the team to balance performance, gameplay clarity, and visual storytelling.

Skills

  • Modeling & Texturing: High-poly and low-poly environment assets

  • Animation: Short gameplay loops, tool transitions, idle states

  • Iteration & Problem-Solving: Refining assets for performance and clarity

  • Collaboration: Incorporating feedback from team reviews

High-Detail Environment Panel

Goal:

Create a high-quality environment panel that could be used for close-up gameplay, while also providing 20+ low-poly variants for background placement to optimize performance. The panel needed to reflect both mechanical and “alive” qualities of the game world, based on provided concept art and references.

Approach:

Modeled the high-poly panel with full mechanical detail and subtle storytelling cues, then generated 20 low-poly variants for background use. Iterated independently over ~15 versions, balancing polycount limits, performance needs, and visual fidelity. Weekly team reviews ensured alignment with the game’s aesthetic and lore.

High Poly structure with mechanical pieces

20 low poly internal variants to reduce compute power

Result:

The final asset serves as a visual storytelling element, revealing the mechanics and “alive” qualities of the world to players. High-poly and low-poly variants together provide both close-up detail and optimized performance for an immersive experience.

Outer shell decaying, revealing internal mechanical structure

Geometric Tool Animations

Goal:

Create short, interactive player tool animations that define the core gameplay loop. Each tool is a geometric shape with unique behavior, so the animations needed to clearly convey function while providing visually satisfying transitions between shapes.

Approach:

Modeled and animated each geometric shape (player tools) in Blender, focusing on smooth transitions between tools and expressive motion in idle, action, and impact states. Iterated multiple versions based on internal feedback to refine timing, clarity, and visual cohesion, while working within the constraints of the shapes’ triangular geometry.

Stellated Octahedron to Octahedron

Octahedron to Stellated Octahedron

Result:

Produced a suite of short, visually compelling animations that define player interactions with the game world. These loops demonstrate technical problem-solving and a strong animation design language, supporting both gameplay clarity and aesthetic cohesion.

Stellated Octahedron Idle

Octahedron Idle

Octahedron Idle