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Lobber - Arena Environments

Worked in a professional game studio setting to create multiple 3D environments for an arena brawler. I excelled in developing cohesive and visually striking environments that enhanced gameplay.

This experience sharpened my skills in asset creation, texturing, and environmental storytelling, contributing to my growth as an environment artist. First Steam-released game!

Lobber - Trailer

Gameplay

Bomb Enemy Explode - I overcame challenges with this effect by refining particle systems, adding screen shake for impact, adjusting the damage radius for balance, and syncing audio to create a more satisfying results

Bomb Enemy Explode - I overcame challenges with this effect by refining particle systems, adding screen shake for impact, adjusting the damage radius for balance, and syncing audio to create a more satisfying results

Enemy Portal - To create a compelling enemy portal effect, I experimented with shader animations and particle effects to achieve a smooth and eerie transition while ensuring the timing and visuals clearly signaled enemy spawns

Enemy Portal - To create a compelling enemy portal effect, I experimented with shader animations and particle effects to achieve a smooth and eerie transition while ensuring the timing and visuals clearly signaled enemy spawns

Ground Slam - One challenge I faced with the ground slam effect was making it feel impactful without affecting performance, which I solved by optimizing particle counts, using sprite-based dust effects instead of heavy physics simulations

Ground Slam - One challenge I faced with the ground slam effect was making it feel impactful without affecting performance, which I solved by optimizing particle counts, using sprite-based dust effects instead of heavy physics simulations

Necromancer Beam - I wanted this effect to feel fluid and powerful, so I refined it by incorporating shader-based distortion, gradually adjusting particle intensity, and fine-tuning the impact visuals to enhance clarity and responsiveness

Necromancer Beam - I wanted this effect to feel fluid and powerful, so I refined it by incorporating shader-based distortion, gradually adjusting particle intensity, and fine-tuning the impact visuals to enhance clarity and responsiveness

Necromancer Fireball - I overcame the challenge of making the projectile feel fluid and powerful by refining flame particles, adding distortion effects, and syncing the collision visuals with the spell’s impact

Necromancer Fireball - I overcame the challenge of making the projectile feel fluid and powerful by refining flame particles, adding distortion effects, and syncing the collision visuals with the spell’s impact

I created a range of materials, focusing on refining textures and surface details to enhance realism, from weathered metal and wood to glowing mystical effects, ensuring each material contributes meaningfully to the overall atmosphere!

I created a range of materials, focusing on refining textures and surface details to enhance realism, from weathered metal and wood to glowing mystical effects, ensuring each material contributes meaningfully to the overall atmosphere!