I Choose Art As A Hobby
When I first started learning game development, my dream was to become a game artist. The same year, AI drawing emerged and advanced more quickly than I could have expected, surpassing what I could achieve in just one year. Two years later, the graphic quality became indistinguishable from human art, and I believe the same would soon apply to its modeling skills. In the past, such a drastic change offered me a ton of anxiety.
I got chased around by the AI on my journey. I explored drawing, modeling, texturing, environment art, and a bit of filmmaking. I didn't regret the effort I spent, as I still love doing art. I am increasingly interested in Level Design work, which has led me to switch my track. AI could be a great assistance in my work. For me, it has become a role of an assistant rather than a competitor. I could now leave art purely for enjoyment, as a fun hobby that fulfilled my spare time.
DEGITAL ARTS
Modeling, Enviremntal Art, 2D Art
MY ROLE - Environmental Artist
SOFTWARE -Game maker, Photoshop, Asprite
WAY
Genera: Single Player, Narrative, Platforming, Pixel
TEAM PROJECT -3 People Team
WORK: Pixel style Tilabl, tilesheet, VFX, Pixel Assets, Background
I worked as the environmental artist on this project, creating pixel-style backgrounds. I made a tileable background drawing with a Pallrex effect. Some tile sheets cover the level's white box, and multiple layers of tile sheets with variations are used to create depth for the level. I also created VFX of snow and storms that made the level feel vivid, like a real snowy mountain.
SCENE FROM CONCEPT
Enviremental Art
Personal Project
SOFTWARE UE5, Maya, Zbrush, SubstantPainter,
This project is creating a stylized environment from a 2D concept art to a final rendering in UE5. I created all assets in the scene, including modeling, UV mapping, texturing, lighting, and rendering. The process begins by measuring with fspry, blocking out with whitebox, applying basic textures, adjusting lighting, and implementing real assets, along with final touches on details.
KODAK 35
3D MODELING
Personal Project
SOFTWARE Maya, Photoshop, SubstancePainter
I built this camera from my real-life film camera reference. I first used Maya for modeling and UVing. I painted texture in Substance Designer. I took photos of the real camera and extracted the fonts from the camera with Photoshop. I rendered the camera in Substance Designer's default render, and the wireframe shot of the camera was taken in UE5.
YASHICA-MAT
3D MODELING
Personal Project
SOFTWARE Maya
This is a modeling practice based on a Yashica camera that I have. The model contains a mid-poly version and a high-poly version. The model is ready for UV and contains many parts that can move freely, such as the handle, ISO pad, and exposure meter.
COIN KNIFE
3D MODELING
Personal Project
SOFTWARE Maya, Zbrush
Modeling practice of making a realistic knife from photo reference. The model was done in Maya and ZBrush by each.
FIRE HYDRENT
Personal Project
3D MODELING
SOFTWARE Maya, Zbrush
Modeling practice of making a realistic fire hydrant from photo reference. The model was done in Maya and ZBrush by each. In the Maya version, I use the reference with a slightly different variant.
SPACE STATION
TRIM SHEET SCENE
Personal Project
SOFTWARE Substant Designer, Maya, UE5
This project features a scene rendered in Unreal Engine 5. The space station and the objects in the scene have texture from one trimsheet I designed in Substance Designer. First, I created the trimsheet texture, then modeled and UVed the object with the space station in Maya. Finally set up lighting and rendering in UE5.
UTAH CLIFF
TEXTURING
Personal Project
SOFTWARE SubstantDesigner
I created a cliff material inspired by the rock from Utah's Bryce Canyon. There are parameter that controls the snow level and rock size, and the final render was created in Substance Designer.
FLOODED FLOOR
Personal Project
TEXTURING
SOFTWARE SubstanceDesigner
I made a flooded floor material that had some mold covered on top, which can be controlled by parameters to turn on and off. The render image created in Substance Designer.
CAT PATTERN FLOOR
TEXTURING
Personal Project
SOFTWARE Maya, Photoshop, UE5
This is a texturing practice created using the legacy workflow. The texture was created in Photoshop, and the floor model was created and UV-mapped in Maya. The final scene was rendered in Unreal Engine 5.
PIPELINE ISLAND
Enviremental Art
Personal Project
SOFTWARE UE5, Maya, Zbrush
A UE5 Workflow Pipeline practice that includes making a small wood-style scene, rigging and painting a pre-made character model, modeling a simple vehicle, UVing, creating the texture from an image in PS, and creating a simple town scene with designated metrics. Dummy texture was painted in ZBrush. The scene was created and rendered in UE5.
DEGITAL DRAWING
Personal Project
2D DRAWING
SOFTWARE Photoshop
Some of the digital drawing practices I've done. I still doing drawing as a hobby and for fun. This is a project that I will constantly update in the future
PHOTOMONTAGE
2D ART
Personal Project
SOFTWARE Photoshop
These images are part of my art projects using Photoshop for Photomontage.
FILMING & EDITING
Video Montage
AI FIRST COMEING OUT
VIDEO MONTAGE (03:51)
SOFTWARE -Adobe Premiere
This video montage was created during the early rise of AI-generated art, inspired by the “No AI” protest held by ArtStation. The work draws inspiration from 2001: A Space Odyssey, Detroit: Become Human, and a documentary exploring the early development of computer graphics and artificial intelligence.
It was also a time when I was trying to become a game artist; the anxiety and panic led to the creation of this video project.



























































































































