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SCHOOL PROJECTS
Woodland Dash — Local Multiplayer Racing Game
Role: Art Lead & 3D Artist
Tools: ZBrush, Substance Painter, Unity (URP), Photoshop
Woodland Dash is a competitive 3D local-multiplayer racing game created for Concordia Enschede’s Monster Project exhibition. Players race through a forest environment using unique monster abilities and environmental interactions to outpace their opponent. Built in Unity URP, the game features custom shaders, particle systems, and split-screen gameplay.
As Art Lead, I translated children’s monster drawings into fully realized 3D character designs, handling the sculpting, texturing, and material creation. I also designed the level layout, implemented the final Unity scene, and created 3D props and environment assets. In addition, I coded a breakable wall mechanic for one of the characters, produced keyframe animations for VFX, and built sprite-based particle systems. The project was finalized with post-processing setup for both the characters and the game scene.
Check out the demo and build instructions on my GitHub!
Mythical Garden — AR Exploration Game
Role: Art Lead & Visual Designer
Tools: Photoshop, Illustrator, Unity, ZBrush, Substance Painter
Mythical Garden is a mythology-inspired AR exploration game where players restore Persephone’s Garden by collecting and nurturing mystical plants that bloom inside a personal augmented reality space. Developed in Unity with GPS tracking and Vuforia AR, the game blends real-world exploration with narrative progression.
As Art Lead, I established the visual direction and style guide, created concept art and flower designs, and produced all 2D assets, including the UI/UX visuals, title logo, and game icon. I also textured the 3D flower models sculpted in ZBrush by our 3D artist and edited the final game scene for a cohesive visual presentation.
This project taught me how to lead a small team creatively while aligning art direction, storytelling, and technical design within an AR-driven experience.
The game requires mobile GPS and camera access for full functionality. Check out the uploaded demo under Releases on my Github!
INTERNSHIP PROJECTS
Letink Design — Internship
3D Generalist | 2024–2025
For my internship last year, I joined a Letink Design as a 3D Generalist Intern, which was completely outside my comfort zone. Coming from a game production background, I had to adapt to a new kind of creative process, as the company specialized in product and architectural visualization. What started as a challenge turned into one of my most valuable experiences so far. I contributed to the delivery of more than 10 real client projects and even handled some of the final products myself.
My responsibilities as an intern lied within the scope of lighting, rendering, material creation, post-processing, and scene setup/design in 3ds Max with Corona Renderer, along with texture and fabric materialization using Substance tools. I also worked on UI mockups, presentations, and graphic assets that helped connect my 2D background with professional 3D workflows. One of my biggest achievements is designing, developing and documenting a complete fabric scanning production pipeline, which was later implemented by the studio and passed onto future interns.
Working in a field so different from game art taught me how quickly I can adapt and grow in the right environment. It also made me realize how valuable it is to build a broad, flexible skill set that connects both technical and artistic sides of visual design. This internship gave me a realistic understanding of the creative industry and a stronger sense of direction toward roles that combine art direction, design, and hands-on production.
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