This environment depicts a medieval city market from the game ‘Phoskia’, capturing the moment when an unexpected war reaches what was once a bustling, orderly marketplace. The scene conveys the chaos and sudden shift in atmosphere as villagers, caught off guard, react in various ways—some abandoning their stalls and fleeing, while others grab what weapons they can find to defend their home. Goods are strewn across the ground, carts are overturned, and makeshift barricades hint at the hurried attempts to resist the incoming threat. The market still retains hints of its former vibrancy, juxtaposed with the evident disruption brought by war, evoking a strong sense of both panic and resilience.
Sketch Design with AI (Right)
(Unreal)
The Garden Courtyard is a meticulously crafted space that combines natural beauty with an inviting medieval atmosphere. Vibrant red roses are thoughtfully arranged to guide exploration, with stone borders framing the flowerbeds for structure and depth. A striking floral arch at the entrance enhances elegance, drawing players into the space. The central knight statue, surrounded by candles, acts as the focal point, symbolizing honor and resilience. Climbing vines and scattered trees add organic charm, softening the structured layout. The courtyard transitions beautifully from daylight, where vivid blooms and greenery dominate, to a mystical nighttime ambiance illuminated by warm lantern light. This carefully designed Garden Courtyard balances tranquility and storytelling, creating an immersive and harmonious medieval setting.
Sketch Design with AI (Right)
(Unreal)
In this work, I designed a medieval town battle scene for a game’s promotional trailer, aiming to convey intense tension and crisis. The chaotic environment, with dark, silent houses, tattered roofs, and warriors clashing with skeletal soldiers in the alleys, evokes the brutal conflict. Scattered weapons, bloodstains, and pixelated warriors against a realistic backdrop create a unique retro-modern aesthetic. Dark, cool tones and warm torchlight enhance the dramatic effect, while fog adds mystery and unease. Dynamic elements like swinging swords and fallen enemies heighten immersion, while skulls hanging from branches and broken carts intensify the town’s harsh, war-torn atmosphere, inviting the audience to feel the story behind the battle.
(Unreal)
The sewer environment for ‘Phoskia’ presents an underground setting filled with a sense of neglect and decay. Dimly lit by scattered torches and chandeliers, the scene reveals a disorganized network of stone passages. The murky, green-tinged water flows sluggishly, with trash floating on its surface, adding to the grimy, unkempt feel of the space. Iron grates cover parts of the floor, serving as drainage channels, while scaffolding and barrels are positioned throughout, suggesting ongoing, but haphazard, maintenance. This setting contrasts with the aboveground chaos by offering an equally unsettling, but more enclosed and claustrophobic, atmosphere.
(Unreal)
The crypt environment for the game Phoskia is intended to immerse players in a dark, eerie setting. The use of green flames, skulls, coffins, and a massive skeletal statue creates an atmosphere steeped in death and foreboding. The hanging cages and dim lighting enhance the sense of impending danger, with the design focusing on dramatic lighting and imposing structures to reinforce the crypt’s sinister nature.
(Unreal)
In my design of the necromancer’s laboratory for Phoskia, I crafted an oppressive, despair-filled atmosphere that reflects the dark history of the Kingdom of Vespasia. This underground lab, filled with tools for horrific experiments, serves as a resurrection and dark research space. Tall stone pillars, hanging cages, and broken statues symbolize the tortured fate of undead soldiers, while contrasting blue mist and orange candlelight create a chilling, desolate mood. Details like skeletal remains, dissected organs, and red banners with pierced skulls tell a tragic story of ruthless exploitation. Through this immersive scene, I aimed to showcase my skills in narrative art design and atmosphere control, using layered lighting and intricate textures to convey the necromancer’s relentless pursuit of power, ultimately bringing the oppressive weight of Vespasia’s history to life.
(Unreal)
I created a 3D airship model for Studio of Fantasy, focusing on a detailed design that
combines a wooden ship-like structure with a fabric-covered blimp. The model was built from
scratch, including low-poly modeling, UV mapping, and texturing using Substance Painter for a
realistic and stylized finish. The final asset was rendered in a game environment, showcasing the
airship’s intricate framework and material variations, such as wood, fabric, and metal. This
project highlighted my ability to produce game-ready assets with a blend of fantasy and realistic
elements.
(Maya, Substance Painter)
This medieval-style port scene, designed for the game Phoskia, depicts a bustling coastal
trade district inspired by traditional European architecture. The modular environment includes
unique buildings like warehouses, merchant residences, and defensive towers, using wood, stone,
and red roof tiles to convey a historical atmosphere. Details such as ships, crates, and carts on the
pier enhance realism, while a soft, natural color palette and sunlight effects add depth and
encourage exploration. This project, rendered in Unreal Engine, showcases my skills in
environment modeling, UV mapping, and texture work, creating an immersive setting that feels
rich with trade, history, and adventure.
(Maya, Substance Painter, Unreal)
: I designed a medieval-style tavern inspired by traditional European architecture,
using wood, stone, and detailed elements to create a rich historical atmosphere. Classic wooden
trusses, stone bricks, and red roof tiles contrast with dark wood framing, adding warmth and
depth, while chimneys evoke a cozy, lively ambiance. Details like barrels, carts, tables, and a
“beer” sign highlight the tavern’s bustling daily life, making it feel authentic. Through this piece,
I aimed to showcase my architectural design skills, immersing viewers in the nostalgic warmth
and culture of an ancient medieval village.
(Maya, Substance Painter )
In this medieval tavern scene, I focused on creating an authentic, aged atmosphere through detailed textures and a rustic layout. I used rough stone walls and weathered flooring to convey a sense of history, complemented by classic arches and stone columns for depth and character. Wooden tables, chairs, barrels, and bottles were carefully arranged to give a lively, lived-in feel, while a distinctive wheeled bar cart and storage area add historical flavor, hinting at a mobile tavern concept. Soft natural lighting enhances the space’s warmth and intimacy, making it suitable for games, animations, or interactive experiences. My goal was to immerse viewers in a richly detailed world that feels both historical and inviting.
(Blender)
This model is a very interesting piece, inspired by the popular Funko Pop figures. Known for their exaggerated big heads and small bodies, Funko Pop figures often represent various pop culture characters from movies, anime, music stars, etc. My model adopts this style but adds more personalized details, such as the intricate beard, stylish glasses, and a pose holding a smartphone and a game controller. These are my imagination of what I might look like in the future.
Made by Zbrush.
This model was created for my ZBrush modeling class, inspired by James P. Sullivan from “Monsters, Inc.” I retained Sulley’s iconic features like his prominent horns and bulky physique, adding creative tweaks in facial expressions to make him more expressive and friendly.
I focused on texture and color, using a blue-green palette with adjusted brightness and contrast for vividness. The muscle lines and body posture in the model show an understanding of dynamic character capture, enhancing its liveliness and motion.
This model is a very interesting piece, inspired by the popular Funko Pop figures. Known for their exaggerated big heads and small bodies, Funko Pop figures often represent various pop culture characters from movies, anime, music stars, etc. My model adopts this style but adds more personalized details, such as the intricate beard, stylish glasses, and a pose holding a smartphone and a game controller. These are my imagination of what I might look like in the future.
The prince of Vespasia, Egbert, travels across the seven kingdoms in pursuit of revenge. The truth of the world is harsh, and the tide of history is difficult to alter. Set in a 2.5D art style, the game combines real-time combat with strategic deployment. Make your choices within the story and craft your own unique tale of the prince’s vengeance.
(Environment Art Lead)
Beamdown is an isometric 3D boss-rush game where players take on the role of E.R.O. 4, a robot sent to conquer planets, defeat foes, and research imperfections to restore planets to a perfect state. Traverse through different worlds battling unique bosses, uncover secrets about your true purpose, and upgrade your E.R.O. robot. Investigate the hidden agenda of the Societas Philanthropia while augmenting your abilities to face ever-increasing challenges.
(Environment Artist)
Till Death Do Us Part is a mini tower defense game I created as a special gift for my girlfriend’s 20th birthday, inspired by her love for the genre. Players protect a birthday cake from waves of crafty rabbits across 20 escalating levels, strategically placing turrets to counter increasingly complex attack patterns. The game emphasizes adaptability, challenging players to analyze enemy behavior and position defenses effectively. Features like Pause, Resume, and Restart enhance accessibility, while compatibility with both phone and PC ensures flexible gameplay.
Embark on a strategic adventure where deck-building meets real-time combat. In this 2.5D game, players utilize WASD controls to navigate dynamic battlefields, drawing and activating cards in real time to unleash powerful effects. The innovative Gacha system integrates resource management, allowing players to summon new cards during combat, with rare pulls granting special effects like stunning enemies. Inspired by titles like Slay the Spire and Hand of Fate, players choose routes, manage their decks, and strategize to overcome waves of enemies. With elements of randomness and skill, Gacha God’s Secret challenges players to adapt, refine their strategies, and carve their path to victory in a richly designed world.
(2D Artist)
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