Third level for a sea Harbor town building asset. Developed textures and greater details with Blender model used underneath as a perspective and lighting guide. 

Three “ages” (levels) for religious building assets with advancements in each new age. Research revealed the use of buddhist prayer flags and repetition of mandala architecture. 

Modeled the level 1 Stupa without prayer flags. Quick visualization for perspective accuracy. 

Three different weather atmospheric FX for Age 1 model.

Game Development

Building Asset iterations for a Civilization type game.

Visualizing the exterior of the original camel stable scene. The water trough, hay piles and rope props add to create a convincing concept design. 

Third level for an Army Barracks building asset with silhouette developments. Simple textures. To add height to the scene I added a water tower. 

Two character pose options, clothing design, and props were developed. Designing strong shape language with the use of silhouettes make a more memorable character.