Environments Things I worked on in my introductory Digital Modeling class. The assignment was to make a living room, and I chose put mine in a cave inspired by the bandit hideouts from Morrowind. Modelling was done in Maya, and textures painted in Photoshop. Something I made after teaching myself how to write first person movement code. Various GoldSrc based projects. The models and textures in the first four images came from my current Digital Texturing class. It was an exercise in baking normal maps from high poly models. Made using Blender and Substance Painter. After the fact, I took the final result and layered the texture maps (color, AO, height, etc) to make it work in the Half-Life engine. The bottom two images are from a Half-Life mod I am currently working on. A garage belonging to a flat-Earther with a mission (top four)Terrain models created from heightmaps of Montana and Mars (bottom two) Made this for my 3d design class at Las Positas College. The assignment was to create something that used time. A surreal room in a black void, containing an arm chair, lamp, and pendulum. There is an ambient audio track playing in the background. At 30 seconds in, the first red light turns on. At 60 seconds, the main light shuts off, the second red light comes on, and blinking red lights appear in the distance outside. The door opens on its own, and stays open for next 30 seconds. Once that time is up, the door closes and locks, and every light except for the lamp shuts off. Nothing happens for 10 seconds, and then the whole thing starts up again. A project about a suspenseful hike somewhere in the Pacific Northwest. This came about because I wanted to see if I could create an expansive landscape in a Half-Life mod. The GoldSource engine has tight map size limits and no 3d skyboxes. I found a way to achieve the same effect by placing a very large model within the bounds of the map. It turns out models can go outside the skybox basically as far as they want, just as long as the origin is within the skybox. Raising the Bar was a Half-Life 2 mod that aimed to reconstruct a lost version of that game’s story, based on scrapped concept art and referencing some of the leaked maps. Everything here was made from 2014 to 2016, while I was still in high school. This was my first serious attempt at level design and environment art. My workflow was terrible. Instead of having distinct design, graybox, and art phases, I often let the three blend into one.