Project AEROES – Principal 3D Artist
VR/MR Game for Meta Quest 3 | Super Hyper Mega


I served as the Principal 3D Artist on Project AEROES, a fast-paced mixed reality bullet-hell game built for the Meta Quest 3. The project leverages the Quest’s MR passthrough technology to immerse players in an intergalactic arcade experience, where they collect, pilot, and defend a diverse fleet of spaceships while delivering cargo and climbing global leaderboards.

My role encompassed defining the game’s visual style and leading the asset pipeline. I created and concepted over 50 unique collectible ships, including ten distinct corporate factions, each with three size variants, along with rare unlockables and Easter eggs such as the Wright Brothers’ Flyer, Missingno, and Sputnik. Beyond ships, I developed a wide range of supporting assets, from power-up modules and obstacles to custom FX assets such as the in-game dangers that heightened the game’s frenetic pace and visual clarity. I also collaborated with FX artists and developers to create unique FX, such as Meteor showers, Alien invasions and other in game dangers.

In addition to in-game content, I contributed to the marketing and promotional materials, creating animated key art, high-quality renders, and assisting in trailer production to showcase the game’s unique aesthetic. Using tools such as Blender, Substance Painter, and Unity, I optimized all assets for lightweight MR platforms, balancing high visual fidelity with strict performance constraints.

Noun Town – 3D Artist
VR/MR Game for Meta Quest 2/3 | Super Hyper Mega


Noun Town is a language-learning VR title where players bring colour to a monochromatic world by learning new words and completing interactive tasks. As a 3D artist on the project, I created a range of interactive props and environment assets designed to enhance player immersion and interactivity.

My contributions included developing Café and Bar asset packs, featuring stools, seating, counters, food items, and kitchen appliances. These props were designed for a full VR experience, allowing players to pick up, throw, and interact with them within the world. I was also tasked with redesigning and updating one of the game’s stages. Starting from a new white-box layout, I restructured the level’s flow to make the player’s path more engaging and user-friendly, before populating it with curated assets to make a cohesive, interactive environment.

In addition to environment work, I contributed to the game’s promotional material, producing high-quality renders and animatics that were used for marketing campaigns and social media.

Whilst my time working on Noun Town was brief, it was an incredibly rewarding and interesting bit of gamedev, challenging me to experiment in styles I was not at all familiar with before being brought onto the project.

NEOLYFE – 3D Generalist
SandBox MMO | NEOLYFE


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 interactive world. My role involved creating a diverse range of game-ready assets, from drivable vehicles (cars, bikes, and ships) to modular real estate, furnishings, arcade machines, and environmental props both indoor and outdoor. I also developed collectible items, interactive gameplay objects, and in-game FX to enhance player immersion and reinforce the game’s sense of progression.

Beyond asset production, I supported the development of community-focused initiatives such as parkour events, time-trial races, and other in-world competitions, designing the assets and props that made these activities possible. I also participated in community-driven playtesting, gathering feedback from players and iterating on assets and environments to ensure a responsive and enjoyable experience.

Working within a tight-knit team of three artists, I specialized in vehicles and hard-surface modelling while also collaborating on world-building and interior design. In addition, I created marketing and promotional materials, including renders, trailers, and social media content, ensuring consistency between the in-game experience and NEOLYFE’s external brand identity. This role gave me the opportunity to blend technical efficiency, creative design, and live community collaboration, shaping the project into a world that felt both alive and player-driven.