Built the game’s signature spaces from the ground up. Modeled and textured the entire Kitchen environment as a draft layer and most hero props in the Bedroom — including a dressing table, chair, chandelier, furnace, coffee table, bed, dresser and cabinet—delivering clean UVs and grisly, PS-2–era materials that fit the “weird fleshy horror” aesthetic.

Gained experience in integrating art directly in Godot 4.4, pairing with programmers to hook up lighting, shaders and collision, and running the first pre-alpha play-test to surface and help resolve dozens of environment and texture bugs.

Collaborated with other teammates to set the visual tone for the project. Selected in-game fonts, and produced a comprehensive concept board that aligned an 18-person cross-disciplinary team on look & feel.

Collaborated across disciplines. Coordinated weekly with programmers, pixel artists, illustrators, fellow 3D artists and narrative designers and structured asset lists and project folders, streamlining iteration cycles and ensuring stylistic consistency.


Back to Top