A 3D cooking simulator where you play as an old, weary goblin chef.
The Goblin lives in the kitchen with one sole purpose: to feed his huge, plump, and very angry wife. The problem is that decent tools have never been around here. He will have to get resourceful, using his own body.

Roles in the project:
— Level Artist — Prop Artist — VFX Artist — Trailer Editor
As a level artist:


Developed the location blocking to align with character movement metrics.
Conducted research and created a mood board based on aesthetics, which informed the scene construction.
Built the environment—from high-polygon modeling of key architectural elements to low-polygon optimization (retopology) and final interior texturing.


As a Prop Artist:
Collected product references based on the game’s setting. My task was to strike a balance between visual appeal (appetizing textures, vibrant colors) and grotesqueness (beetles, spiders, flies, maggots).
Created a library of 12 low-poly ingredient models and their sources. Textured them in Substance Painter.
Developed the ingredient composition for 12 custom dishes.


I also created and placed decorative props (candles, paintings, ivy, leaves, skulls, firewood, stones). I considered the composition so that the decor would enhance the narrative without obstructing the character’s movement.
As a VFX Artist:


Implemented 23 Niagara systems in Unreal Engine, each tied to a specific game event.
As a Trailer Editor
Edited a gameplay trailer in Adobe After Effects: assembled video footage from game captures, created title cards, synchronized it with music and sound effects, resulting in a dynamic and atmospheric reel for the project presentation.








