Featured production project
Don’t
Fret.
Case study
My role
Three years of building strange characters for a stranger world.
Don’t Fret is a defining long-term project in my work and the strongest example of how I approach character production for games.
My contributions span concept translation, design refinement, character modeling, high-poly sculpting, retopology, UV work, optimization, and rigging support. The goal is always the same: preserve what makes the design memorable while making it practical in real time.
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Character pipeline
Where I plug in.
- 01Concept translation
Turn 2D designs into readable 3D forms while preserving the original personality.
- 02Modeling & sculpting
Build character assets and push the high-detail forms that sell the final look.
- 03Game-ready cleanup
Retopology, UV work, and optimization aimed at a clean real-time asset.
- 04Rigging support
Help characters hold up through gameplay needs and practical animation setup.
Project
Don’t Fret
- Role
- 3D Character Artist
- Studio
- Scary Kid Studios / Digital Pajamas
- Focus
- Character modeling, refinement, sculpting, retopology, optimization
- Status
- In development
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