GAME DEVELOPMENT
skull prop- modeled and sculpted in Blender, Textured in Substance Designer and Painter, 2025
Made for Savannah College of Art and Design’s 48-Hour OpenUSD Challenge with NVIDIA, where our team placed third!
Working with NVIDIA Omniverse and OpenUSD, we built a procedural coral generator capable of creating large-scale reef environments with scalable variation in models, growth stages, species, behavior, and more.
We began in Houdini, creating coral species through instances. Each species resulted in a single USD file with built-in variation.
Inside Omniverse, we developed a scripting system that generates reefs based on real coral growth patterns. To demonstrate OpenUSD’s cross-platform strength, we incorporated assets from Maya and Blender as USD files. Users can interactively control parameters like coral type, density, size, health, and decay stage, generating large-scale environments in seconds.
We exported the final scene to Unreal Engine. Assets aren’t fixed to a single application, and we are proud to say with our coral reef generator, our reef generations can move between Unreal, Maya, or other platforms as one file, with no destructive rework.
pottery studio, all assets by me, 2025
"sanctum" custom prop and unreal engine environment creation, 2024
post processing volume made for game, with audio reactive game mechanic, 2025
stylized optimized environment. Modeled in Maya and Blender, all textures are handpainted in Adobe Substance Painter, compiled and rendered in Unreal Engine, 2025