Making After Midnight - Realistic and Stylized CG
Episode one of my upcoming YouTube program Making After Midnight features a full CG recreation of my living room — every object is modeled, textured, lit, and lit by me. As the environment slips into something haunted, CG offered total control over mood and reality.
Tools used: Blender, ZBrush, Substance Painter, Octane Render, Divinci Resolve/ Fusion
With the “house lights” on (see image below), the wear, tear, and dust added during texturing become more visible. Future episodes of Making After Midnight will revisit these objects, so attention to detail was essential, even if their first appearance is brief. It was fun to see what my artwork might look like as an album cover.
Inspired by the ornate mechanical window displays along 5th Avenue, Méliès’ A Trip to the Moon, and the era when studio idents were built as practical models, this CG ident for Making After Midnight blends theatrical design with handcrafted, mechanical charm.
The second episode of Making After Midnight shifts into a film-noir aesthetic, and the opening titles follow suit. The dual sun-and-moon structure was relit and rerendered to feel like a practical FX miniature, moving away from cel-shaded CG while still being rendered entirely in Octane.
Dream Fields - Unreal Engine Realtime CG
Built in Blender and Unreal Engine, my other YouTube program Dream Fields is captured as a real-time playblast to retain its video-game aesthetic and keep production fast for these ambient, longform videos.
MDLBEAST 22 Soundstorm Festival - CG Visuals for Live Performance
Built in Blender and rendered in Eevee for speed, these dystopian scenes were designed for huge nighttime festival screens, where flashes of green and red light spill onto the stage and audience.
Readyverse - CG Game Prop and Level Design Concept Art
For Readyverse, I created level and prop concept art using rapid blockouts and modeling in Blender and Octane. Designs were presented as either polished CG for client approvals or looser paintovers to convey tone, mood, and gameplay direction to the internal team.
In a quick pitch for FC Barcelona, I designed a two-level clubhouse space blending lounge, hotel, and play-area functions within a custom stadium environment. For this, I used Blender and Octane.
Below are designs for interactive in-game objects. Because many were pieces of tech, I considered both their physical function and the UI displayed on their screens.