I’m a professional 3D artist and educator with over 6 years of experience in character modeling, environment design, and technical art. My work spans across various platforms, including Roblox, Unity, and Unreal Engine, where I’ve led full art pipelines—from concept to optimization. I specialize in creating stylized characters, modular environments, and game-ready assets using tools like Blender, Substance Painter, and Photoshop.
As the Principal 3D Artist at Archkos Studio, I independently directed the entire art production for “Worldweaver,” delivering immersive environments, advanced rigging systems, and optimized assets that improved performance by over 30% on low-end devices. I’ve also collaborated with multiple indie studios, delivering both character and environmental work that is visually compelling and performance-friendly.
In addition to studio work, I teach 3D modeling and game art at UpSkill Community, where I help aspiring artists improve their skills in character design, anatomy, hard surface modeling, and prop creation.
I bring creativity, technical expertise, and strong communication to every project. Whether you need high-quality characters, modular environments, or optimized game assets, I’m here to help bring your vision to life.
Skills
Experience Level
Language
Work Experience
Education
Qualifications
Industry Experience
- Mercenaries
- Businessmen
- Mafia
- Generals
- Astronauts
- Pilots
- Winter & Desert Specialists
- Special Forces Operatives
High-stakes action, highly modular design.
DIRECT is a fast-paced military shooter experience on Roblox featuring a wide range of tactical scenarios, factions, and cosmetics. From desert operatives to astronauts, every character in DIRECT is built with modularity and style in mind—designed for flexibility and rapid iteration.
My Role in the Project
As a 3D Artist, I focused on building a modular character system that streamlined future development and enables diverse creation of cosmetic combinations:
Modular Character Kits
Created a wide array of military-themed character components in Blender, including outfits, gear, and headwear for roles like:
Optimization & Reusability
Prioritized reusable mesh structures and clean topology to reduce future asset creation time by 40%, allowing new cosmetics and roles to be generated faster without sacrificing visual quality.
Engine Integration
Optimized models, textures, and materials for Roblox Studio, ensuring smooth performance and visual consistency in-game.
These characters were more than just skins—they were built to support a live, evolving game world with constant cosmetic expansion, all while maintaining performance and style.
- LOD + swap system with imposter support
- Occlusion + distance culling
- Live fade-outs and efficient handling of moving objects and characters
A living, breathing city—built for performance.
The VisTools Big City Demo was created to showcase the power and flexibility of Roblox Vis Tools, a custom suite of optimization tools by MrChickenRocket. With LOD management, distance and occlusion culling, and imposter systems, VisTools allows developers to craft massive, dynamic scenes that run smoothly across devices.
This demo wasn’t just a tech showcase—it was a real city, alive with color, movement, and detail.
My Role in the Project
As lead artist, I managed a two-person art team and personally oversaw every stage of the city’s creation—from modular planning to final polish—within an intense 2-month deadline:
City Planning & Task Management
Led strategic planning and task distribution, ensuring we stayed on track with limited time and resources. Boosted team efficiency by 15% through modular workflows and kitbash methods.
Modeling & Optimization
Designed 100+ modular buildings (20+ unique structures, each with 3 color variants) following strict triangle and draw call limits for each LOD level. Ensured every asset was performant up close and at a distance, with detailed visuals and low-overhead LODs.
City Layout & Environment Art
Crafted a vibrant, driveable city packed with commercial, industrial, and residential zones—schools, supermarkets, homes, offices, and apartments. Blocked out and populated a medium-to-large urban map with roads, streetlights, trees, parkways, decorations, moving traffic, and more.
Dynamic Features
Integrated animated cars with randomized colors and LODs for added life and performance. Designed various city “status” types—each building zone had its own theme and style. Built attractions and varied layouts by kitbashing to extend visual diversity without creating everything from scratch.
Powered by Roblox Vis Tools
This demo pushed the limits of VisTools’ optimization system:
“The whole process for that timeframe was enormous. But an amazing achievement to have.”
— Christian Tejada, Lead 3D Artist
Watch the Demo!
Wobbly, wild, and wonderfully weird.
Floppy Friends is a physics-driven sandbox of chaos and charm where players control soft, plushie-like characters in a world full of destructible props, goofy interactions, and slapstick fun. Every character is designed to behave like a ragdoll with personality—squishy, floppy, and full of ridiculous energy.
My Role in the Project
As the character and technical artist on Floppy Friends, I was responsible for the full 3D character pipeline, focusing on stylization, performance, and physics-based interactions:
Character Design & Rigging
Modeled and textured 8+ unique, stylized plushie characters using Blender and Substance Painter. Each was fully rigged with rigidbody-aware skeletons, crafted specifically to support floppy, ragdoll-style physics within Roblox Studio.
Prop Creation & Interactivity
Designed various interactive and breakable props for gameplay, including **vases, plates, phones, boxes, **and yes—even poop. These props were modeled with collision and destruction behavior in mind to support the game’s chaotic style.
Optimization & Physics Fidelity
Maintained clean, efficient topology for every character and object—low on triangles, yet dense enough to ensure smooth deformations and convincing physics responses. This balance allowed for seamless interaction without sacrificing performance.
Worldweaver by Archkos Studios
Step into the Thought Cosmos — where creativity is reality.
Worldweaver is an immersive narrative and worldbuilding experience that blends player-made levels with a rich, story-driven cosmos. In the story mode, players enter the Thought Cosmos—a vast, timeless universe fueled by the Creative Stream, a limitless source of imagination that connects all living things. You don’t just play as a character—you become a Mender, a vessel of creative energy, tasked with restoring corrupted realms destroyed by a force known as the Null.
Each realm represents a unique aspect of creativity—imagination, innovation, emotion—and your journey reveals how the Null was born from discarded ideas and obsession with perfection. Through exploration and restoration, players learn that creativity is not about flawlessness, but about embracing the unpredictable and imperfect process of creation.
But Worldweaver doesn’t end with the story. When players create their own levels, they extend the Thought Cosmos itself. Each creation is a living fragment of this evolving universe. Through the in-game level editor and the Archive of Thought, players contribute to a collaborative, ever-expanding creative ecosystem.
My Role in the Project
As the sole 3D artist and technical art lead, I managed every aspect of the art pipeline from concept to final implementation, including:
Art Direction & Asset Creation
Led the full visual direction of the project, crafting three expansive worlds from scratch using Blender, Substance Painter, and Roblox Studio. Designed and built 100+ modular, reusable assets per world to accelerate level design and maintain visual cohesion.
Character Development & Animation
Designed a unique player character, from initial sketch to final animation. Developed detailed IK/FK rigs and custom controls to enhance expression and streamline animation workflows.
Environmental Design & Optimization
Composed immersive maps using custom PBR materials and Roblox’s “Future is Bright” rendering system. Utilized particle effects, decals, and lighting to bring emotional depth and atmosphere. Implemented LOD systems and impostor textures, reducing draw calls by 45% and improving performance by 15% on low-end devices.
Collaboration & Technical Solutions
Acted as the central hub for all 3D-related disciplines, collaborating closely with the narrative and gameplay team to ensure artistic vision aligned with design goals. Solved complex technical challenges across modeling, rigging, lighting, and optimization pipelines.
Worldweaver is more than a game—it’s an evolving creative space. As the only 3D artist at Archkos Studios, I’m proud to have built the visual backbone of a world where imagination becomes reality.
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