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Environment Art & Textures

A collection of environment art and material work focused on real-time production.
These projects demonstrate my approach to environment creation, including modular asset workflows, material authoring, and scene composition, with an emphasis on visual consistency and performance.

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Abandoned Watchpost​

A stylized environment study focused on translating 2D concept into a cohesive real-time scene.
This project explores shape language, color composition, and material simplification to achieve a clear and readable visual style while maintaining strong atmosphere.

Work based on concept @hw 6523

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NORAIL

A stylized sci-fi environment project developed as part of a capstone production.

Set within a looping space-train system orbiting a dying star, Norail explores atmospheric storytelling through modular environment design and real-time workflows.
I served as Art Director, contributing to concept design, environment art, and material creation, while also establishing the visual direction and production pipeline for the project.

Finished in-game environment showcase

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UDON UNCAGED!

UDON UNCAGED is an experimental interactive installation developed for Alt.Ctrl.GDC, exploring alternative game interfaces and physical play.

As a game developer, I led concept design, level design, environment development, and material direction, establishing a cohesive stylized visual language that supports clarity, interaction, and player engagement.

The project was selected for exhibition at both GDC and IndieCade, and was publicly recognized by former Nintendo of America President Doug Bowser.

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Material Works

A collection of real-time material work focused on production-ready workflows.
These materials are created with an emphasis on clarity, consistency, and efficient reuse, supporting modular environment building and maintaining strong visual readability.

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