I build real-time environments and the systems behind them: modular kits, asset pipelines, and technical workflows.
RISD Industrial Design graduate based in Puerto Rico, focused on Technical Environment Art and Technical Art. My background spans Blender environment art, game development, VR, hardware prototyping, and visual storytelling.
Now: building a modular environment kit in Blender and Unreal Engine 5. Next: materials, profiling, Houdini, and Python, then C++ and real-time rendering.
Based in Puerto Rico. Pursuing Technical Environment Art and Technical Art opportunities in games and real-time 3D.
Technical work
Technical Environment & Real-Time Work
Environment art for a shipped game, from Blender into the engine.
01Shipped
Hungry Haus
Environment Art · Game Development · Blender / Godot
A first-person horror puzzle game shipped by an 18-person student team. I modeled, UV-mapped, and textured environments and props in Blender, brought them into Godot, and ran playtests.
Role: 2D/3D artist, Brown–RISD Game Developers · Feb–May 2025
Working inside hard constraints: a NASA competition rover and a VR learning app.
02Completed
NASA HERC rover steering
Technical Systems · CAD · Fabrication · Engineering Constraints
Seven steering iterations to resolve interlocking geometry conflicts (suspension, leg clearance, ground clearance, turning radius), then fabrication in carbon fiber for RISD’s human-powered rover.
Role: Steering co-designer and fabricator, RISD Rover Team · Sep–Dec 2025
I graduated from the Rhode Island School of Design in May 2026 with a BFA in Industrial Design. It trained me to think in systems, spatial relationships, constraints, and prototypes.
I’ve modeled and textured environments in Blender for a shipped Godot game, built 3D assets for a Meta Quest app, made a real-time cinematic in Unreal Engine 5, and iterated a NASA competition rover’s steering through seven versions.
Across that work I became more interested in the systems that make environments work than in any single asset: modular construction, pipelines, materials, tools, and performance. That is what I’m building toward now.
Before this, I built Enchiridion, a science channel with 127K+ subscribers and 38M+ views. It taught me to research deeply, iterate against data, and finish long projects.
Pursuing Technical Environment Art and Technical Art opportunities in games and real-time 3D. Email is the best way to reach me, in English or Spanish.