— PROJECT NAME
Kynetic Flux
— ROLE
Art Director
— DATE
23.08.2025
Kynetic Flux is a third-person parkour game. The game has momentum based mechanics and the player wields a prototype stick which is used for movement and attacks. I am the art director of this capstone project. My job is to oversee the artistic aspects of this game. I have to make decisions and approve work that the team develops for the game. This is to ensure that the artistic vision is cohesive. I am also responsible for creating assets in areas of concept design, 3D modeling, VFX and texturing.
For our game, checkpoints will be placed throughout the levels. When activated these will be the player’s respawn point if they die in the game. I made the concept designs for them. The planet is covered with overgrowth and abnormal flora as well as a unique energy source. I wanted the checkpoint to relate to one of these two either a massive flora that has been mutated by the energy flowing around the planet or a crystalized version of it.
These are the character concept designs I created for the main character of the game. On the left, the concepts represent the first draft of the main character while the other is the second pass of it. Our main character is a rebellious patrol officer that crash lands on a planet that an alien species known as the Brohms once lived on.
This is the character model for the main character of the game. I made this model based off of the character concepts I created.
The game’s premise is that the main character crash lands on a planet. I created the ship model and textures. The last image is from the main menu. I was tasked in creating the animation for the ship as well as the skybox.
There are collectible data pads throughout the game. I created the models and textures for this asset.
There are launch pads and landing pads that were needed throughout the map. I created the models for both, however I only created the textures for the first asset.
These are some environmental assets for the city in the game. I created the models for two different antennas and a wind turbine. I did not create the textures for these specific models.
These are environmental assets for the game. One is a rooftop greenhouse and the other is a skylight for the roof of a building. I did not create the textures for these assets just the models of them.
— PROJECT NAME
Cult of the Reaper
— ROLE
Level Designer
— DATE
03.10.2025
Cult of the Reaper is a 2D platformer that my team and I created for the Toronto Film School Summer 2025 Game Jam. Working within a three and a half day deadline with the theme of “Underworld”, we developed a game where players take on the role of a novice reaper exploring a town of cultists. As the project’s artist and level designer, I created the game’s visual assets and designed the levels, helping shape both the look of the game and the player’s experience
For our game’s Itch.io page, I was tasked in created a cover image for the game.
Here are some of the levels within the game. I was tasked with creating how each level would look and the placements of the assets.