Ensnared Dungeon Level- Art direction-prop/environment- characters
Demon Monuments-
Large-scale monuments created for the final section of the dungeon, positioned at the top of the central staircase. The primary level design by developer Joseph Sobrino focused on making each new space feel taller and more overwhelming as
Demon Monuments-
Large-scale monuments created for the final section of the dungeon, positioned at the top of the central staircase. The primary level design by developer Joseph Sobrino focused on making each new space feel taller and more overwhelming as
Each character was developed using the game’s storyline and style sheets to maintain visual and thematic cohesion. Sculpted in ZBrush, remodeled and rigged in Maya, and textured in Substance Painter.
Each character was developed using the game’s storyline and style sheets to maintain visual and thematic cohesion. Sculpted in ZBrush, remodeled and rigged in Maya, and textured in Substance Painter.
Each character was developed using the game’s storyline and style sheets to maintain visual and thematic cohesion. Sculpted in ZBrush, remodeled and rigged in Maya, and textured in Substance Painter.
Seamless Material Setup -
Node-based material work in Unreal Engine 5, developed to reduce visible repetition across both floors and walls in long dungeon hallways. After research and testing, I built a layout that blends textures seamlessly while adding
Early FX work built in Unreal Engine 5. This setup uses a simple node network to create a portal entry effect for the dungeon’s main door and add motion to surrounding props.
Early FX work built in Unreal Engine 5. This setup uses a simple node network to create a portal entry effect for the dungeon’s main door and add motion to surrounding props.
various props
various props
This is the logo work I have created specifically for Ensared promotional purposes. This image is used for the game's home page on Steam. Other variations of this are also used for the game's online platform.
Style Sheets — Ensnared
Developed as part of my role as Art Director for the dungeon environment in Ensnared. These style sheets established the game’s visual tone and guided the team’s approach to color, lighting, and overall art direction. I defined the
Style Sheets — Ensnared
Developed as part of my role as Art Director for the dungeon environment in Ensnared. These style sheets established the game’s visual tone and guided the team’s approach to color, lighting, and overall art direction. I defined the
Play through of level with props, seamless and master materials, FX, and lighting.