View from my window in Oxford (2022)
View from my window in Oxford (2022)
Vacation (2022)
Vacation (2022)
High school AU (Fate/Grand Order fanart, 2021)
High school AU (Fate/Grand Order fanart, 2021)
Eaten by the mountain (for Streets vs. Ruins, from StreetsofZine, 2023)
Eaten by the mountain (for Streets vs. Ruins, from StreetsofZine, 2023)
Asians in Animation Immersive Lab promotional art; inspired by visits to Jiufen (2024)
Asians in Animation Immersive Lab promotional art; inspired by visits to Jiufen (2024)
Asians in Animation March monthly BG (2024)
Asians in Animation March monthly BG (2024)
Dead End (Transformers fanart, 2024)
Dead End (Transformers fanart, 2024)
Dead End clinic (Transformers fanart, 2024)
Dead End clinic (Transformers fanart, 2024)
Watercolor brush practice (2023)
Watercolor brush practice (2023)
Asians in Animation Immersive Lab promotional art: concept by Kaitlyn Chen (rb.gy/s1l5x) (2024)
Asians in Animation Immersive Lab promotional art: concept by Kaitlyn Chen (rb.gy/s1l5x) (2024)
Pavilion, texture practice (2021)
Pavilion, texture practice (2021)
Asians in Animation August monthly BG (2023)
Asians in Animation August monthly BG (2023)
Mountain gate (for Ascent, from StreetsofZine, 2023)
Mountain gate (for Ascent, from StreetsofZine, 2023)
Are There Even Fish in Avalon (Fate/Grand Order fanart, 2022)
Are There Even Fish in Avalon (Fate/Grand Order fanart, 2022)
Sequence of BGs for Life of a Recruiter (dir. Ellen Su, for Titmouse's 5 Second Day) (2023)
Sequence of BGs for Life of a Recruiter (dir. Ellen Su, for Titmouse's 5 Second Day) (2023)
Painting experiment (2021)
Painting experiment (2021)
Work from WIA matte painting mentorship with Alyssa Zarate - mood through color and light (2022)
Work from WIA matte painting mentorship with Alyssa Zarate - mood through color and light (2022)
Work from WIA matte painting mentorship with Alyssa Zarate - mood through color and light (2022)
Work from WIA matte painting mentorship with Alyssa Zarate - mood through color and light (2022)
Watercolor brush practice (2023)
Watercolor brush practice (2023)
Concept art for original game level (2021)
Concept art for original game level (2021)
Concept art for original game level (2021)
Concept art for original game level (2021)
Concept art for original game level (2021)
Concept art for original game level (2021)
Process: with Blender
IDW Transformers fanart that tripled as experimentation with digital etching and Blender + fSpy.
I wanted to illustrate Ratchet's clinic in the Dead End (a slum) and started by photobashing an establishing shot of the surroundings, taking inspiration from the comics. Then I blocked a section of the shot in Blender and drew over it for the final vertical illustration. 
Using Blender also sped up my "etching" process because I could use a Threshold filter in Photoshop to push rendered shadows to black and lit faces to white.
"Etching" process details are below because it was fun to figure out!
Establishing concept: Gathering references + sketching
Establishing concept: Gathering references + sketching
Establishing concept: photobash
Establishing concept: photobash
Establishing concept: drawovers + first pass of etching.
Establishing concept: drawovers + first pass of etching.
Establishing concept: using fSpy to create a camera matched with the concept art
Establishing concept: using fSpy to create a camera matched with the concept art
Establishing concept: Blender model of the areas I need in the closeup illustration
Establishing concept: Blender model of the areas I need in the closeup illustration
Closeup: Blender model
Closeup: Blender model
Closeup: Threshold filter to separate light and dark so that I can use white hatch lines in the shadows and black lines in the light
Closeup: Threshold filter to separate light and dark so that I can use white hatch lines in the shadows and black lines in the light
Closeup: First pass of etching
Closeup: First pass of etching
Closeup: drawover redesigning the clinic
Closeup: drawover redesigning the clinic
Closeup: final
Closeup: final
Establishing: final matching the redesigned closeup
Establishing: final matching the redesigned closeup
Digital etching layer setup (Photoshop)
I drew on layer masks so that I could reuse the same setup for different objects in the piece. 
After separating the lit and shadowed sides, I copied and inverted the mask defining the lit (white) areas and clipped it on top of the folder containing all the hatch lines, so that in shadow, hatching lines would appear white, and in lit areas they would be black. 
Final image
Final image
Setup: shadowed areas black and lit areas white. White on top.
Setup: shadowed areas black and lit areas white. White on top.
Showing the "Light" mask copied and inverted on top of the "Hatching lines" folder, thereby turning lines in shadow white.
Showing the "Light" mask copied and inverted on top of the "Hatching lines" folder, thereby turning lines in shadow white.
Showing how this process let me draw unbroken lines across shadow-light boundaries
Showing how this process let me draw unbroken lines across shadow-light boundaries
Process: hand-drawn
Streets vs. Ruins
Full zine can be found at https://streetsofzine.com/!
Byzantines and caves on the brain
Byzantines and caves on the brain
Rough
Rough
Lineart
Lineart
BW
BW
Gradient map for mood and palette
Gradient map for mood and palette
Mapping textures to paint
Mapping textures to paint
Final
Final
Asians in Animation Summer Immersive Lab promotional art
Brief: Summer day, big blue sky, painted but pretty clean render style,
depth and light flares, anime/Shinkai art style
Photobashed + drawn-over concepts
Photobashed + drawn-over concepts
Sketch
Sketch
Lineart
Lineart
Lineart
Lineart
Mood color pass
Mood color pass
Final
Final
Process: in Unreal Engine
Welcome to Planet X!
Assignment to design an alien planet worthy of tourism, for the Building Environment & Matte Painting WIA mentorship circle under Alyssa Zárate. Built using Unreal Engine and Kitbash3D's Minerva kit, painted over in Photoshop.
Final art
Final art
Rise