
View from my window in Oxford (2022)

Vacation (2022)

High school AU (Fate/Grand Order fanart, 2021)

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 March monthly BG (2024)

Dead End (Transformers fanart, 2024)

Dead End clinic (Transformers fanart, 2024)

Watercolor brush practice (2023)

Asians in Animation Immersive Lab promotional art: concept by Kaitlyn Chen (rb.gy/s1l5x) (2024)

Pavilion, texture practice (2021)

Asians in Animation August monthly BG (2023)

Mountain gate (for Ascent, from StreetsofZine, 2023)

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)

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)

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)
Process: with Blender
IDW Transformers fanart that tripled as experimentation with faux engraving 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 "engraving" process because I could use a Threshold filter in Photoshop to push rendered shadows to black and lit faces to white.
"Engraving" process details are below because it was fun to figure out!
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 "engraving" process because I could use a Threshold filter in Photoshop to push rendered shadows to black and lit faces to white.
"Engraving" process details are below because it was fun to figure out!

Establishing concept: Gathering references + sketching

Establishing concept: photobash

Establishing concept: drawovers + first pass of etching.

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

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: First pass of etching

Closeup: drawover redesigning the clinic

Closeup: final

Establishing: final matching the redesigned closeup
Engraving 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.
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

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 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/!
Full zine can be found at https://streetsofzine.com/!

Byzantines and caves on the brain

Rough

Lineart

BW

Gradient map for mood and palette

Mapping textures to paint

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
Brief: Summer day, big blue sky, painted but pretty clean render style,
depth and light flares, anime/Shinkai art style

Photobashed + drawn-over concepts

Sketch

Lineart

Lineart


Mood color pass

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.
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.






