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GAMEDEV PROJECTS

Azure Alpha — Stylized Action-Adventure Game (Vertical Slice)
 
Role: Art Lead & 2D Artist
Tools: Photoshop, Blender, ZBrush, Substance Painter, Unity

 
Azure Alpha is a stylized third-person action-adventure game developed in collaboration with Galea Creations. The project focuses on a mythological jungle world inhabited by original creatures and non-human civilizations, with an emphasis on environmental storytelling, exploration, and combat. The vertical slice demonstrates core gameplay mechanics, level interaction, and a cohesive visual identity built around cultural and organic influences.
 
As Art Lead and sole 2D artist, I established the art direction and visual framework for the project, translating the client’s production bible into a cohesive style guide. I designed all creature concepts, including the primary enemy and a large mythological entity, and developed environment visual concepts such as props, platforms, and a key environment scene. I supported 3D production through turnarounds, paintovers, and continuous feedback, and contributed to the final assets by texturing two in-game creatures to match the defined style.

If you’re interested, you can read the full research document (IMT&S thesis) here.

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!

PROFESSIONAL PROJECTS

OffCircl. — Creative Director & Amsterdam Community Lead

February 2025–Present
 
Offcircl is a student-led startup focused on connecting people through shared interests and local communities. As Creative Director, I am responsible for shaping and maintaining the visual identity of the brand across digital platforms, merchandise, marketing materials, and community-facing communication.
 
Working closely with the founders and growth team, I contributed to the development of the brand voice and visual guidelines, helping establish a consistent identity across all touchpoints. From logo development and branding systems to social media content and campaign assets, I have been involved in translating the company's vision into a recognizable and cohesive visual presence.
 
Alongside the branding work, I manage and create content for Offcircl's social media channels, developing visual assets, announcements, and community-focused campaigns. I also designed the company's merchandise line and currently coordinate its production with external manufacturers.
 
Being part of a small startup environment has given me the opportunity to contribute across both creative and strategic decisions, strengthening my understanding of branding, communication, content creation, and community growth.

Letink Design — Internship

3D Generalist & UI/UX Designer | 2024–2025
 
During my internship at Letink Design, I worked as a 3D Generalist & UI/UX Intern on product and architectural visualization projects. Coming from a game production background, I adapted to a different workflow while contributing to over 10 real client projects, including delivering final visuals and handling some projects independently.
 
My work focused on lighting, rendering, material creation, and scene setup in 3ds Max with Corona Renderer, along with texture and fabric material development using Substance tools. Alongside this, I created UI mockups, presentations, and graphic assets, connecting my 2D background with production-focused 3D workflows and client-facing deliverables. I also designed and documented a fabric scanning pipeline that was implemented by the studio and passed on to future interns.
 
Working in a different field strengthened my ability to adapt quickly, collaborate across disciplines, and understand how visual decisions function within a production pipeline. It also helped me approach design with more clarity, structure, and awareness of real-world constraints.

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