Battle Bots is an unrealised sci-fi PC title from Egregore Games, built around fast-paced combat against a roster of distinct bots. I've been working with the studio for over a year, tasked with designing and modelling the full cast of bots from design document briefs, creating unique variants including such bots as Icebot, Toyboy, Meowbot, Scurvybot, Infernobot, Frankinbot, Antibot, and Luchabot, among many others.
Each bot was built from the ground up as a variant of two core base meshes: a humanoid "large" type and a more compact "small" type, allowing for a consistent production pipeline while still giving each character its own distinct silhouette and personality. Alongside modelling, I handled rigging and animation work to help bring the bots to life in-engine. The roster currently stands at 82 unique bots, with more in ongoing production. The game's art direction leans into a smooth, cartoony style with clean shapes and rounded forms rather than harsh, hard-surface edges, a fun shift in approach that let me flex a softer, more stylised side of my modelling work.
BATTLE BOTS – 3D Generalist - 2025/2026
3rd person combat arena | EGREGORE GAMES
Bird Things is a chaotic multiplayer VR title for Meta Quest, also developed by Super Hyper Mega, where players build and command their own army of warrior birds. As part of the game's cosmetics pipeline, I designed and produced a range of swappable head and body assets, giving players the ability to customise their bird soldiers with mix-and-match combinations across multiple cosmetic packs.
Working from a provided list of cosmetics, I took each piece through the full production pipeline from concepting and modelling the asset, unwrapping and texturing it, then fitting and applying it to the game's rig / base mesh. Since every piece needed to work interchangeably with any other head or body combination, maintaining consistent proportions, silhouettes, and rig compatibility across the whole set was key to keeping the customisation system flexible and visually cohesive.
Bird Things – 3D Generalist - 2026
VR Game for Meta Quest 2/3 | Super Hyper Mega GAMES
Project AEROES is a fast-paced mixed reality bullet-hell arcade game built for Meta Quest 3, using the headset's passthrough technology to blend an intergalactic experience into the player's physical space. Players collect, pilot, and defend a fleet of spaceships, delivering cargo and climbing global leaderboards.
As Principal 3D Artist, I owned the game's visual identity from the ground up, defining its aesthetic direction and leading the full asset pipeline from concept through to Unity integration and final optimisation.
I designed and produced over 50 unique collectible spacecraft across ten distinct corporate factions, each with three size variants, alongside a set of rare unlockables and Easter eggs including the Wright Brothers' Flyer, Missingno, and Sputnik. Beyond the ships, I created a full suite of supporting in-game assets including power-up modules, obstacles, and custom FX assets that contributed to the game's frenetic pace and visual clarity. I also collaborated closely with FX artists and developers to build set-piece dangers such as meteor showers and alien invasions.
I also designed and built the game's boss encounters, creating three unique boss variants, each with multiple transformation stages. Every stage was fully rigged and animated on a looping cycle, with shape keys driving the transition from one stage to the next, giving each boss a dramatic, evolving presence as the fight progressed.
To meet the severe polygon constraints of standalone MR hardware, I engineered a bespoke billboard-based rendering solution: pre-rendering each ship from multiple angles and using the player's positional data to dynamically serve the correct facing image at runtime, cutting per-ship GPU cost from up to 1,000 triangles of live geometry down to a single lightweight image plane and enabling up to 30 ships on screen simultaneously without performance drops.
I also contributed to the game's marketing output, producing animated key art, promotional renders, and assisting in trailer production using Blender, Substance Painter, and Unity.
Project AEROES – Principal 3D Artist - 2024/2025
VR/MR Game for Meta Quest 3 | Super Hyper Mega GAMES
30 Unique Ships to collect
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+22 unique rares to find
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30 Unique Ships to collect - +22 unique rares to find -
Noun Town is a language-learning VR title for Meta Quest where players bring colour to a monochromatic world by learning new words and completing interactive tasks. Joining the project as part of my role at Super Hyper Mega, I contributed a range of interactive props and environment assets designed to support player immersion and hands-on engagement within the game world.
My asset work included developing Cafe and Bar packs featuring stools, seating, counters, food items, and kitchen appliances, all built for full VR interaction and optimised to meet the performance demands of standalone Meta Quest hardware. Every prop was designed to be picked up, thrown, and manipulated by players, requiring careful attention to both visual quality and real-time constraints.
Alongside asset production, I was tasked with redesigning and updating one of the game's stages. Working from a new white-box layout, I restructured the level's flow to create a more intuitive and engaging player path, then populated the space with curated assets to build a cohesive, interactive environment.
I also contributed to the game's promotional output, producing high-quality renders and animatics used across marketing campaigns and social media.
Though my time on Noun Town was relatively brief, it was a genuinely rewarding project that pushed me to work in visual styles quite different from my usual hard-surface and sci-fi work, and I came away with a much broader creative range for it.
Noun Town – 3D Generalist - 2024
VR/MR Game for Meta Quest 2/3 | Super Hyper Mega GAMES
As one of the primary 3D artists on NEOLYFE, an open-world MMO blending sandbox creativity with digital asset ownership, I contributed to building a visually rich and technically optimised game world. My role centred on producing an extensive library of PBR game-ready assets spanning vehicles, modular architecture, environmental props, and interactive set dressing across six distinct themed packs including residential, commercial, street furniture, park, bar, casino, and sci-fi biosphere environments.
On the vehicle side, I designed and delivered four motorcycle variants and four car assets, each featuring fully customisable liveries through a multi-channel RGB mask system. This allowed players to independently recolour distinct zones of each vehicle using a single shared material, minimising texture memory overhead while supporting near-infinite personalisation. Beyond vehicles, I built comprehensive environment packs for procedural scene population, including furniture, kitchen appliances, signage, and interactive sci-fi biosphere structures that players could enter and personalise. Casino and bar environments were developed complete with interactive assets including roulette tables, blackjack setups, and arcade-style game machines.
Throughout production I maintained a procedural-first modelling approach, enabling efficient iteration, modular reuse, and consistent performance across the open world, while keeping rigorous polygon and texture budgets to meet real-time targets without compromising visual fidelity.
Working within a tight-knit team, I also supported community-focused initiatives such as parkour events and time-trial races, designing the props and assets that brought these activities to life. Alongside asset production, I created promotional renders, edited gameplay footage, and produced video content for launches and social media campaigns, keeping the in-game experience consistent with NEOLYFE's external brand identity.

