Prototypes & Other

3D • 2D • UI

In addition to the products showcased on this website, I have had the opportunity to work on various digital products and prototypes, including video games, Augmented Reality experiences, investor pitches, and more.

Please note that some of the creative elements included here are protected by non-disclosure agreements (NDA), which restricts me from discussing specific details about the work. In such cases, I have extracted certain creative elements I worked on, removed from the context of the associated product or project.

Where possible, the projects are grouped based on the type of creative elements I contributed, although there may be some overlap between categories:

3D:

  • Website Illustration & Animation

  • AR Interactive Mask Game (section upcoming)

  • Other 3D Work (section upcoming)

2D: (section upcoming)

  • Shadowtale: Environment & Concept Art

  • AR Quest Game: Quest Illustrations & Icon Design

  • Knight & Damsel: Character & Environment Design

DESIGN: (section upcoming)

  • Movie Theater Seat Selection Prototype


Website Animation & Illustration

3D

Targets:

Website

Description:

I created these two 3D art pieces for an earlier version of my website. Although they were not ultimately used in the final design of the site, I'm glad to see them finding a new purpose in this section!

The 3D tasks involved in this project included:

  • Modeling

  • Lighting

  • Illustration

  • Animation

Software used:

Blender, Illustrator, After Effects, Lottie, CSS

Contact Page Animation: For this animation, I aimed to create a unique experience that diverged from the conventional email/envelope closing and transforming into a paper airplane concept. Instead, I developed an animated loop showcasing a 1950s-style radio tower broadcasting a message to the world.


Website Animation & Illustration

Menus & In-Game UI - Unity

With Neon Diver, our approach was to minimize the in-game UI as much as possible, allowing players to immerse themselves in the puzzles and visuals of the world. To achieve this, we conveyed important information without relying on UI elements. For instance, player damage was indicated through a modified animation set for the injured character, accompanied by a blood trail particle effect.

However, we made three exceptions to this light-UI approach. The first was during storytelling moments, where UI elements were used to enhance the narrative. The second was in level complete score summary overlays, providing players with a visual summary of their performance. Lastly, the main menu serves as the hub where players can select the next level they wish to play and customize their gameplay experience.