Designed the building interior, created and integrated environmental assets, implemented menus, supported character movement, and contributed lighting, VFX and interactive audio.
A focused first look at the strongest real-time environments, character work, props and simulations. The complete 24-piece collection remains available in the archive.
Mystical Cave
Atmosphere, lighting and cinematic environment composition.
Environment
Lighting
Camera
Sci-Fi Ship Interior
Hard-surface environment design, lighting and cinematic camera work.
Hard Surface
Environment
Lighting
Future Attic Flythrough
A moving view through a compact hard-surface environment study.
Spatial Design
Hard Surface
Camera
Restroom Animation
Camera movement, lighting and atmosphere inside a confined interior.
Interior
Lighting
Composition
Lush Forest Landscape
Foliage composition, environmental mood and camera movement.
Foliage
Composition
Atmosphere
Throned Skull
Character presentation, simulation and cinematic art direction.
Character
Simulation
Presentation
Mystical Sword
Ornate hard-surface prop design, materials and dramatic presentation.
Prop
Materials
Lighting
Wraith Concept
Silhouette exploration and supernatural character design.
Character
Silhouette
Concept
Skull Girl Animation
An animated extension of a surreal portrait and anatomy study.
Character
Anatomy
Motion
Tornado Simulation
A procedural-effects study exploring turbulent volume and motion.
Verified implementation responsibilities from two multidisciplinary Unity productions, plus the responsive portfolio system designed and programmed from scratch.
01 · UI state
Menus that manage play states.
Built startup and pause menus for both capstones, including player-facing audio controls and reliable transitions between gameplay and menu states.
Startup→Gameplay→Pause / Audio
02 · Gameplay
Movement, shooting and tuning.
Supported character movement in both games, implemented shooting behavior, and balanced movement speed against the sanity system in About Damned Time.
Input→Character→Feedback
03 · Technical art
Assets built for the engine.
Authored production assets, integrated them in Unity, and contributed lighting, VFX, audio and collision-ready scene assembly across shared team pipelines.
Model→Integrate→Validate
04 · Web engineering
This portfolio is working code.
I built the original site from scratch and continue to use it as a working HTML, CSS and JavaScript project with responsive layouts, filtering and media handling.
Public project showcases: About Damned Time ↗ · COMATOSE ↗. Each sanitized repository credits the full student team and excludes restricted third-party packages while preserving recruiter-facing technical evidence.
Role-specific résumés
The right lens for the role.
Each one-page résumé emphasizes the most relevant production evidence for a specific hiring track.
I’m a Toronto-based game creator focused on creepy, atmospheric worlds. My work moves between modeling, level design, real-time implementation, UI and gameplay—because the strongest environments are shaped by how they look, feel and play.
I earned a Bachelor of Arts in Interactive Arts and Science from Brock University, concentrating in 3D Art and Expression.