![](https://static.wixstatic.com/media/1e2a44_d4eb191af9d046dfadfbef7ca0cafecb.jpg/v1/fill/w_1920,h_1080,al_c,q_90,usm_0.66_1.00_0.01,enc_avif,quality_auto/1e2a44_d4eb191af9d046dfadfbef7ca0cafecb.jpg)
My work at RUSH ISLAND 2012-2015
![M4-A9_2.jpg](https://static.wixstatic.com/media/1e2a44_897b0b9a7ccd4cbeace1a40e3eb26636.jpg/v1/fill/w_980,h_551,al_c,q_85,usm_0.66_1.00_0.01,enc_avif,quality_auto/1e2a44_897b0b9a7ccd4cbeace1a40e3eb26636.jpg)
![M4-A9_1.jpg](https://static.wixstatic.com/media/1e2a44_6477f5d3f9b2408cafb972e904ef4021.jpg/v1/fill/w_980,h_551,al_c,q_85,usm_0.66_1.00_0.01,enc_avif,quality_auto/1e2a44_6477f5d3f9b2408cafb972e904ef4021.jpg)
![M4-A9_2.jpg](https://static.wixstatic.com/media/1e2a44_897b0b9a7ccd4cbeace1a40e3eb26636.jpg/v1/fill/w_980,h_551,al_c,q_85,usm_0.66_1.00_0.01,enc_avif,quality_auto/1e2a44_897b0b9a7ccd4cbeace1a40e3eb26636.jpg)
M4A1
I designed the M4A1 rifle within Maya, ensuring precision and attention to detail. After completing the 3D model, I adeptly created a low-poly UVed version, all while remaining within the Maya environment. Subsequently, the model was seamlessly transitioned to the texturing team for the next phase of production.
![11053715_402561136582807_4866277535877080589_o.jpg](https://static.wixstatic.com/media/1e2a44_3d188b279a2f4256b4ca3fecd9ed69b7.jpg/v1/fill/w_980,h_552,al_c,q_85,usm_0.66_1.00_0.01,enc_avif,quality_auto/1e2a44_3d188b279a2f4256b4ca3fecd9ed69b7.jpg)
![11165093_402561119916142_8113668169667358764_o (1).jpg](https://static.wixstatic.com/media/1e2a44_b444c59cebd0486db1cd11002d62072d.jpg/v1/fill/w_980,h_552,al_c,q_85,usm_0.66_1.00_0.01,enc_avif,quality_auto/1e2a44_b444c59cebd0486db1cd11002d62072d.jpg)
![11053715_402561136582807_4866277535877080589_o.jpg](https://static.wixstatic.com/media/1e2a44_3d188b279a2f4256b4ca3fecd9ed69b7.jpg/v1/fill/w_980,h_552,al_c,q_85,usm_0.66_1.00_0.01,enc_avif,quality_auto/1e2a44_3d188b279a2f4256b4ca3fecd9ed69b7.jpg)
Crafting System - Bases
I've successfully established a robust base-building system for Rush Island. To achieve this, I meticulously crafted the essential models for constructing the base within Maya. The textures for these models were thoughtfully created using 3D Coat, ensuring a high level of visual quality. The next crucial step involved seamlessly integrating this system into the game's functionality. Leveraging C# in Unity, I implemented the necessary code and mechanics to allow players to interact with and utilize the base-building components effectively. Importantly, this system was seamlessly harmonized with the existing inventory system, ensuring a cohesive and intuitive player experience
Crafting System - Igloos
The igloos were meticulously crafted in Blender to adhere to the distinctive Rush Island art direction. To further enhance their visual quality and adherence to the game's aesthetic, I diligently applied textures using Substance Painter. Additionally, I played a pivotal role in implementing essential functionality within the game engine, utilizing C#. This allowed players to seamlessly incorporate these igloos into the game world directly from their inventories, significantly elevating the overall experience of the building system.