Stress Relibre is a casual 3D puzzle game where you work at a luchador spa, trying to keep your temperamental clientele relaxed and happy.
As part of a team of 20, I led a team of five 3D artists for Global Game Jam 2026 at the SCAD Savannah site. We collaborated with our art and design teams to model and implement final assets in Unreal Engine in just 48 hours.
3D Art Team Lead - Personal Contributions
- Leading Critiques & Check Ins
- Tracking Asset Progress
- Collecting Model References
- Creating a USD Based Workflow
- 3D Modeling & Rigging
- Tracking Asset Progress
- Collecting Model References
- Creating a USD Based Workflow
- 3D Modeling & Rigging
As a result of our efforts, we won Best in Show at SCAD Savannah, making our team eligible for Best in Georgia through the Georgia Game Developers Association. We are continuing work on this game with the help of a mentor, and we are so excited for what's next!
3D Asset Spreadsheet
Character Rig
3D Modeled Asset
I was part of the creative team designing and publishing a metaverse experience in collaboration with the SCAD School of Creative Technology.
We created a multiplayer, team-based prop hunt level called Virtual Reality Recall, where the students will have the ability to disguise themselves as any item in the vicinity, and the professor can use the trusty Virtual Reality headsets to be able to track the students relative positions and track them through the metaverse.
3D Generalist - Personal Contributions
- 3D Modeling & Texturing
- Asset Integration
- Maya to Unreal Engine Pipeline
- Greyboxing + Set Dressing
- Environment Design
3D Generalist - Personal Contributions
- 3D Modeling & Texturing
- Asset Integration
- Maya to Unreal Engine Pipeline
- Greyboxing + Set Dressing
- Environment Design
We challenged ourselves with creating an environment heavily inspired by SCAD academic buildings, as well as including iconic SCAD furnishings. The result of this project was to gather data on metaverse experiences in order to pave the way for future exploration.
Reference Image
3D Model in Unreal
Reference Image
3D Model in Unreal
Responsible for Greyboxing, Set Dressing, and Environment Design
Responsible for Set Dressing and Environment Design
Procedurally Textured Pot
Responsibilities
I was responsible for UV unwrapping, texturing and lighting in Houdini, rendered with Karma. All geometry was sourced from Sketchfab, and the HDR was sourced from Polyhaven.
I was responsible for UV unwrapping, texturing and lighting in Houdini, rendered with Karma. All geometry was sourced from Sketchfab, and the HDR was sourced from Polyhaven.
Challenges
Some challenges I faced with this was the frequency on the glaze drips of the pot, as well as the noise texture on the unglazed part of the pot. I played a lot with the displacement of the glaze in order to match the reference.
Some challenges I faced with this was the frequency on the glaze drips of the pot, as well as the noise texture on the unglazed part of the pot. I played a lot with the displacement of the glaze in order to match the reference.
Cactus Node Map
Vase Node Map
Production Ready Elderly Man
Face Sculpt
Clothing Sculpt
Responsible for all aspects except concept by Sandro Cleuzo