
Illustrating the process of designing hoverboard from early stages to finalized design for a desktop/mobile title in 2022.

All final render for Lucas’s Armor Set for RhymVerse, 2021.

An essential asset that appears throught the game. Rendered in all different states for implementation in Unity.

A sample of assets with a variety of textures I’ve rendered for Truplay’s Rhymverse game enviro, 2021.

An essential component to the underground mineshalft stage for TruPlay’s RhymVerse (mobile and Desktop), 2021.

Illustrating the process of the watergun from early thumbnail sketches to finalized design with some additionnal enviro-friendly concepts for a desktop/mobile title in 2022.

One of the many iterations done to assist animation anf FX artist in creating the proper shot for the watergun. 2022

Here’s a glimpse of my process for a simple Hammer weapon for a mobile title Amaze (2023). Though a simple prop, this shows how through 2D designs I explore possible issues with material clipping with the character and more.








Illustrating the process of designing hoverboard from early stages to finalized design for a desktop/mobile title in 2022.
All final render for Lucas’s Armor Set for RhymVerse, 2021.
An essential asset that appears throught the game. Rendered in all different states for implementation in Unity.
A sample of assets with a variety of textures I’ve rendered for Truplay’s Rhymverse game enviro, 2021.
An essential component to the underground mineshalft stage for TruPlay’s RhymVerse (mobile and Desktop), 2021.
Illustrating the process of the watergun from early thumbnail sketches to finalized design with some additionnal enviro-friendly concepts for a desktop/mobile title in 2022.
One of the many iterations done to assist animation anf FX artist in creating the proper shot for the watergun. 2022
Here’s a glimpse of my process for a simple Hammer weapon for a mobile title Amaze (2023). Though a simple prop, this shows how through 2D designs I explore possible issues with material clipping with the character and more.