Genre
Dark Dantasy Puzzle Adventure
Development time
4 months
Platform
PC
Engine
Unreal Engine
Roles
Production Manager
3D Artist
Concept Artist
World Builder
Contributions
Management
Milestoneplan, sprints, task tracking, overviews, meetings
3D Assets
Church toolkit, cave, wax, props, enemy weapon
Environment Concepts
Concept Art Iterations
Narrative
Backstory and environmental storytelling
Lighting
Blueprints, Placement, Post Processing
Highlights
MANAGEMENT
Milestoneplan
Planned weekly sprints and milestones to transform long-term goals into achievable tasks while keeping progress transparent across the team.

Pipelines
Designed production pipelines for environment art, character creation, and animation to establish clear dependencies and reduce production bottlenecks.

Notion Structure
Built a centralized documentation system for sprint planning, asset lists, risks tracker, meeting notes, and production tracking to keep the team aligned throughout development.


VISUAL DEVELOPMENT
From large environment paintings to architectural details and props, each concept helped shape the identity of Wax & Wane. The goal wasn't only to create appealing visuals, but to establish a world where narrative, atmosphere, and gameplay support one another.
3D ENVIRONMENT (WIP)
One of my favorite parts of the project was seeing concepts evolve into tangible game assets. Working in Blender and Substance Painter allowed me to build everything from modular architecture to hero props and characters, always balancing artistic vision with technical considerations for game production.
WORLD BUILDING (WIP)
"How do you build a religion around perfection?"
For Wax & Wane, I developed the game's narrative, mythology, and environmental storytelling. Every environment, symbol, and architectural decision was designed to reinforce the conflict between perfection and imperfection, allowing players to uncover the story through exploration rather than exposition.
















