
LITTLE MOMENTS
Leading the production and Visual Effects of this film, I was present throughout the entire process, contributing to every element of the short film to help it become a final product worthy of a finished capstone film, while managing a group of 40 individuals.
Nixie
Character design done by yours truly, where I explored the art of hard surface modelling along with the organic sculpting and texturing over multiple software. It was a fun challenge where I learned a lot about the process of character modelling.
Real-Time Lighting
My first ever take on Unreal, where I sourced the models from various open source platforms to assemble these scenes, and (re)created the lighting for every shot that you see. I was also responsible for heavily recreating the textures for the majority of the assets using the Unreal shader.
Hell's Garage
Drawing inspiration from multiple movies and TV series, iu came up with this artwork to highlight my proficiency with mard surface modeling as well as texture. This was my first ever Environment that I came up with all by myself, while collaborating with a concept artist for basic layout. Every element you see in this has been worked on by me!
Crowd Simulation
My take on crowd simulation done using SideFX Software Houdini where I can up with the workflow to use POPnet to drive the crowd simulation and assigned unique geomery (characters) to each point to make it much more unique than a single character being copied multiple times. I drew inspiration from 'The Walking Dead' for this artwork.
Hanuman JI
Stylized reflection of a Hindu deity where I challenged myself to create a detailed sculpt and optimize it for a AAA game whiting a 100,000 polycount. I successfully retopologized and brought down the polycount from 3.2 million to within the limit while maintaining clean edgeflow and level of detail.
















