






Last year, I was given the awesome chance to do some visual development for an indie project code named Salvage Inc.

Different biome ideas for the bottom of the ocean.

Different ideas for a “diving bell” that would lower the players to the bottom of the ocean.

Character exploration including how to differentiate each player if they chose the same skin.

Home base explorations



Prop and early enemy explorations. We settled on the famous ocean enemy; pirates





Texture examples for wooden ships

Several of the backgrounds I did for Loonicy Entertainment. Each background needed to be divided up into sections so that parallax could be added in engine. For updates on Dice Tower progress, click this link: Loonicy Ent







The final render

My original sketch. The surrounding design changed, but the original idea is all there.

A few expressions and thoughts about how the rocks could animate.

Some quick VFX for responses based on scores and moods.

The 3D block out.
In an effort to learn more about blender’s capabilities I created a creepy little tentacle tower.



Assignment: A temple or monastery entrance in the side of a cold mountain.
This Section’s Level mechanic: Sound Blasts &/or Vibration

A mood sketch

The entrance ideations over greybox

Some details for level artists

Texture examples













I was lucky enough to create these lichen illustrations for stickers that coincide with the release of Tanner Barnharst’s new book: Minnesota Lichen Guide – Basic Identification for Common Lichens in Minnesota. I’ve attended several of Tanner’s classes on mycology and getting to work with him was a real treat. Congratulations on the release!








Its been a good year for aurora borealis hunting. I’ve managed to see just few of the late night dazzling lights.
