Green Ember: Helmer and the Dragon Tomb

In these before and afters you can see how I took the blocking provided by the dev team and used our assets to build out the environments and make them feel alive, and lived in. While also making adjustments where needed to support gameplay.

A selection of some of the assets I created.

We took a modular approach to as many assets as we could. Making sure that we could get as much usage out of every piece as possible.

We took a modular approach to as many assets as we could. Making sure that we could get as much usage out of every piece as possible.

Sneaky trick I developed when lighting to trick shadows when using only a single shadow casting light source.

My houdini process for one of the trickier bits of platforming in the game. The Rest of the levels took a more modular approach to how the environment was handled. But this zone needed some custom solutions.

Green Ember: Helmer and the Dragon Tomb

This project is one of the most rewarding experiences I had working alongside an incredibly talented team at Brazen Animation. Despite a tight budget and aggressive deadlines, we consistently pushed the project beyond its initial expectations.

I was responsible for defining and implementing the final visual look of the game across multiple platforms, including PC, mobile, and Nintendo Switch. During production, I developed an efficient asset workflow that helped keep our memory footprint low while enabling the team to produce more assets than originally planned.

I rebuilt and dressed gameplay levels from developer blockouts, bringing them to life with finalized assets. I also handled lighting and post-processing for all levels, created character and environment VFX, and contributed to cinematics for key narrative moments.

This was a significant undertaking for a small team, and I’m extremely proud of what we accomplished together.