Detailed Work

Detailed Work
Personal work

• Process of Specific Work
• Past Projects
• Freelance Examples

• Specific Work
• Past Projects


Here you will see some of the work from this site that I specifically did and some of the process. Depending on the project there are different levels of involvement from me. The bigger the project the more high level my role becomes. One thing that is always the same is my responsibility for the wrapper of the project. That includes cinematics, key art, screenshots, promo and marketing materials.

I was very hands on with Outpost Zero and Squishy's Leap. Metalcore was high level as the number of artists was enough to fill every role properly. You will also see a couple of older works that I enjoyed making. This is all to say everything on this page was created by me unless otherwise noted.

Here you will see some of the work from this site that I specifically did and some of the process. Depending on the project there are different levels of involvement from me. The bigger the project the more high level my role becomes. One thing that is always the same is my responsibility for the wrapper of the project. That includes cinematics, key art, screenshots, promo and marketing materials.

I was very hands on with Outpost Zero and Squishy's Leap. Metalcore was high level as the number of artists was enough to fill every role properly. You will also see a couple of older works that I enjoyed making. This is all to say everything on this page was created by me unless otherwise noted.

These are the concepts for each building. We had a lot of fun with the variation and what they could be.

You can enter all of them and each one served a specific purpose.

For Outpost Zero, I designed and crafted everything you see in this image.

There were only four artists so I was able to take a big hands on workload.

Weighting and rigging the characters to prepare them for animation was also part of it.

These are the concepts for each building. We had a lot of fun with the variation and what they could be.

You can enter all of them and each one served a specific purpose.

For Outpost Zero, I designed and crafted everything you see in this image.

There were only four artists so I was able to take a big hands on workload.

Weighting and rigging the characters to prepare them for animation was also part of it.

These are the concepts for each building. We had a lot of fun with the variation and what they could be.

You can enter all of them and each one served a specific purpose.

Some of my favorite designs came from Outpost Zero.

These are the concepts for each building. We had a lot of fun with the variation and what they could be.

You can enter all of them and each one served a specific purpose.

Some of my favorite designs came from Outpost Zero.

These are the concepts for each building. We had a lot of fun with the variation and what they could be.

You can enter all of them and each one served a specific purpose.

I also designed and crafted all the wildlife in Outpost Zero. It's just as fun as the hard surface work.

The weighting and rigging is a bit more involved but each creature was based on an existing one on Earth.

This made it easier to recognize but also required that it moved properly to what you expect.

These are the concepts for each building. We had a lot of fun with the variation and what they could be.

You can enter all of them and each one served a specific purpose.

I also designed and crafted all the wildlife in Outpost Zero. It's just as fun as the hard surface work.

The weighting and rigging is a bit more involved but each creature was based on an existing one on Earth.

This made it easier to recognize but also required that it moved properly to what you expect.

These are the concepts for each building. We had a lot of fun with the variation and what they could be.

You can enter all of them and each one served a specific purpose.

These are examples for the LORT Return to Moria game. We helped them with the creation of the Dwarf characters.

The concepts on the top left are by Pavel Hristov.

Sculpting the heads was a lot of fun and they give the vibe of Sumerian Royalty.

Each head took about a week.

These are the concepts for each building. We had a lot of fun with the variation and what they could be.

You can enter all of them and each one served a specific purpose.

These are examples for the LORT Return to Moria game. We helped them with the creation of the Dwarf characters.

The concepts on the top left are by Pavel Hristov.

Sculpting the heads was a lot of fun and they give the vibe of Sumerian Royalty.

Each head took about a week.

These are the concepts for each building. We had a lot of fun with the variation and what they could be.

You can enter all of them and each one served a specific purpose.

Jewelry was a big part of their ornamentation. Different skin tones was also something customizable.

Female dwarves are something not always explored so it was good to see them in the game.

These are the concepts for each building. We had a lot of fun with the variation and what they could be.

You can enter all of them and each one served a specific purpose.

Jewelry was a big part of their ornamentation. Different skin tones was also something customizable.

Female dwarves are something not always explored so it was good to see them in the game.

These are the concepts for each building. We had a lot of fun with the variation and what they could be.

You can enter all of them and each one served a specific purpose.

Dwarf beards can be glorious.

Art direction from Bradley Fulton and the concept on the right by Pavel Hristov.

These are cards stacked on top of each other and Unreal Engine does a great job

with any sorting issues. Even with the high poly count.

These are the concepts for each building. We had a lot of fun with the variation and what they could be.

You can enter all of them and each one served a specific purpose.

Dwarf beards can be glorious.

Art direction from Bradley Fulton and the concept on the right by Pavel Hristov.

These are cards stacked on top of each other and Unreal Engine does a great job

with any sorting issues. Even with the high poly count.

These are the concepts for each building. We had a lot of fun with the variation and what they could be.

You can enter all of them and each one served a specific purpose.

This is my take on Skeletor.

Since the He-Man movie is giving light to the franchise again, I thought I'd share.

These are the concepts for each building. We had a lot of fun with the variation and what they could be.

You can enter all of them and each one served a specific purpose.

A long time ago a demon had possessed a doll and was terrorizing a family.

A priest was brought in to stop it. He ended up thrusting an iron sword through it.

The demon tried to shapeshift and escape but it was too late.

It was frozen in place mid transformation. In a last ditch effort the demon also turned himself gold.

Hoping that one day someone would think that he was real gold and take the ugly iron sword out.

Well, fast forward to recent times and that's exactly what happened. Someone removed the sword to clean it.

These are the concepts for each building. We had a lot of fun with the variation and what they could be.

You can enter all of them and each one served a specific purpose.

A long time ago a demon had possessed a doll and was terrorizing a family.

A priest was brought in to stop it. He ended up thrusting an iron sword through it.

The demon tried to shapeshift and escape but it was too late.

It was frozen in place mid transformation. In a last ditch effort the demon also turned himself gold.

Hoping that one day someone would think that he was real gold and take the ugly iron sword out.

Well, fast forward to recent times and that's exactly what happened. Someone removed the sword to clean it.

These are the concepts for each building. We had a lot of fun with the variation and what they could be.

You can enter all of them and each one served a specific purpose.

I am a huge Warhammer fan. For Dakka Squadron, a mobile IOS game, I primarily designed and animated the logo.

I also painted the Ork pilot and did the key art for the game. Everything in the image is mine but the jets,

those are assets from the game. I was not the AD, I came in to help with the wrapper of the project.

These are the concepts for each building. We had a lot of fun with the variation and what they could be.

You can enter all of them and each one served a specific purpose.

I am a huge Warhammer fan. For Dakka Squadron, a mobile IOS game, I primarily designed and animated the logo.

I also painted the Ork pilot and did the key art for the game. Everything in the image is mine but the jets,

those are assets from the game. I was not the AD, I came in to help with the wrapper of the project.

These are the concepts for each building. We had a lot of fun with the variation and what they could be.

You can enter all of them and each one served a specific purpose.

I created the background for the website for Dakka Squadron.

I turned it into wallpapers for the phone and tablets since that seemed appropriate for an IOS game.

The Orks and jets are assets from the game.

These are the concepts for each building. We had a lot of fun with the variation and what they could be.

You can enter all of them and each one served a specific purpose.

These were mechs I designed and created for World of Mechs.

Each one took about two weeks after the design was final, that included weighting and rigging.

I designed the UI and tech elements.

These are the concepts for each building. We had a lot of fun with the variation and what they could be.

You can enter all of them and each one served a specific purpose.

These were mechs I designed and created for World of Mechs.

Each one took about two weeks after the design was final, that included weighting and rigging.

I designed the UI and tech elements.

These are the concepts for each building. We had a lot of fun with the variation and what they could be.

You can enter all of them and each one served a specific purpose.

This was a pilot character for a project that didn't see fruition. There was going to be specific heads for a group of them.

As a temporary solution I added a Kendo mask to him. I didn't think it worked but now I like the vibe of it being something cyber punk.

These are the concepts for each building. We had a lot of fun with the variation and what they could be.

You can enter all of them and each one served a specific purpose.

This was a pilot character for a project that didn't see fruition. There was going to be specific heads for a group of them.

As a temporary solution I added a Kendo mask to him. I didn't think it worked but now I like the vibe of it being something cyber punk.

These are the concepts for each building. We had a lot of fun with the variation and what they could be.

You can enter all of them and each one served a specific purpose.

This is Mila, a bank robber in the style of the Fortnite worlds. She was part of a group that took

inspiration from the movie Heat. She is fully customizable and works with the create a player

system built for the group.

These are the concepts for each building. We had a lot of fun with the variation and what they could be.

You can enter all of them and each one served a specific purpose.

This is Mila, a bank robber in the style of the Fortnite worlds. She was part of a group that took

inspiration from the movie Heat. She is fully customizable and works with the create a player

system built for the group.

These are the concepts for each building. We had a lot of fun with the variation and what they could be.

You can enter all of them and each one served a specific purpose.

Squishy's Leap is our latest game, out soon in 2026. I designed and created all the characters, the 8-bit backgrounds

and all our social posts. I also created the website and the lore behind the game. This game was made by 3 people.

These are the concepts for each building. We had a lot of fun with the variation and what they could be.

You can enter all of them and each one served a specific purpose.

Squishy's Leap is our latest game, out soon in 2026. I designed and created all the characters, the 8-bit backgrounds

and all our social posts. I also created the website and the lore behind the game. This game was made by 3 people.

These are the concepts for each building. We had a lot of fun with the variation and what they could be.

You can enter all of them and each one served a specific purpose.

The character that usually accompanies the Lair logo comes from a character named Arkonis.

A much more scary and gruesome universe of a board game. I never made him into something movable.

The image of Arkonis you see is the sculpt, painted over in photoshop.

He was going to be a mini figure, so an .stl file exists ready to be 3D printed.

These are the concepts for each building. We had a lot of fun with the variation and what they could be.

You can enter all of them and each one served a specific purpose.

The character that usually accompanies the Lair logo comes from a character named Arkonis.

A much more scary and gruesome universe of a board game. I never made him into something movable.

The image of Arkonis you see is the sculpt, painted over in photoshop.

He was going to be a mini figure, so an .stl file exists ready to be 3D printed.

These are the concepts for each building. We had a lot of fun with the variation and what they could be.

You can enter all of them and each one served a specific purpose.

These four screenshots represent one of my favorite things to work on every project, combining assets into a scene.

Creating a scene in the world and making the assets look as good as they possibly can.

Lighting is everything and can make or break the image.

Sometimes, depending on what the image calls for I also paint over the 3D scene.

This method is used for all key art, promo and marketing materials.

These are the concepts for each building. We had a lot of fun with the variation and what they could be.

You can enter all of them and each one served a specific purpose.

These four screenshots represent one of my favorite things to work on every project, combining assets into a scene.

Creating a scene in the world and making the assets look as good as they possibly can.

Lighting is everything and can make or break the image.

Sometimes, depending on what the image calls for I also paint over the 3D scene.

This method is used for all key art, promo and marketing materials.

These are the concepts for each building. We had a lot of fun with the variation and what they could be.

You can enter all of them and each one served a specific purpose.

Creating the three faction leaders was something that Metalcore gave me the chance to do.

They do not exist in any other form but this and are used for promotion and story.

They are a combination of assets from the game, photo kit bashing and painting.

These are the concepts for each building. We had a lot of fun with the variation and what they could be.

You can enter all of them and each one served a specific purpose.

These promo images were going to help explain the lore of the game.

Showing bits of life that were not in game action.

Finally, I wanted to include an example of the motion work that always accompanies the projects.

I really enjoy this type of work. These are a combination of 3D, Photoshop sometimes video and AfterFX.


If you made it this far, thank you for taking the time!

Circle icon
Great work starts with listening, runs on creativity, and has an uncompromising attention to detail.
Circle icon
Great work starts with listening, runs on creativity, and has an uncompromising attention to detail.
Team working in an office watching at a presentation
Team working in an office watching at a presentation