Learn
A hub for my academic work, curriculum, and the courses I teach. Everything from introductory modeling and anatomy to game history and senior thesis production.
Below you'll find courses I've created, revised, or taught, along with student work and the tools and resources we use in the program.
Courses I've developed and taught, organized by year. The sequence builds from foundational modeling skills through advanced production and thesis work.
Freshman
Orientation to ANGD
Introduction to the Animation and Game Design program, its culture, expectations, and the industry landscape students are preparing for.
Hard Surface Modeling
Fundamentals of polygonal modeling for mechanical and manufactured objects. Emphasis on clean topology, edge flow, and production-ready geometry.
Organic Modeling
Introduction to sculpting and modeling organic forms. Covers body proportions, natural shapes, and transitioning between high and low poly workflows.
First Year Experience Seminar
University transition course focused on academic skills, professional development, and building habits for creative careers.
Sophomore
Environment Production I
Fundamentals of environment art production. Students build modular assets and learn scene composition for real-time engines.
Environment Production II
Continued environment work with focus on texturing, lighting, and presentation. Students develop a polished environment portfolio piece.
Character Modeling I
Introduction to character creation. Covers base mesh construction, anatomical landmarks, and the fundamentals of building believable characters.
Anatomy for Animators
Study of human anatomy as it applies to 3D art and animation. Skeletal structure, musculature, and how the body moves and deforms.
Junior
Environment Production III
Advanced environment techniques including procedural workflows, trim sheets, and large-scale scene construction.
Character Modeling II
Intermediate character art. Students tackle facial modeling, clothing, accessories, and begin developing personal style within production constraints.
History of Games
Survey of the game industry from its origins to today. People, companies, technology, and the cultural forces that shaped interactive entertainment.
Environment Production IV
Capstone environment course. Students produce a fully realized environment ready for portfolio presentation and industry review.
Senior Thesis Workshop
Pre-production planning for the senior thesis. Concept development, scope definition, pipeline planning, and milestone scheduling.
Character Modeling III
Advanced character creation covering hair, cloth, armor systems, and final presentation. Portfolio-ready character pieces are the deliverable.
Senior
Senior Thesis Production I
First semester of thesis execution. Students produce work against their approved plan with regular critiques, reviews, and milestone check-ins.
Senior Thesis Production II
Final semester of thesis work. Polish, presentation, and defense of the completed thesis project before faculty and industry reviewers.
Graduate
Graduate Environment Arts IV
Graduate-level environment art production with emphasis on research-driven process, advanced techniques, and publishable quality work.
Interested in collaborating on curriculum, workshops, or guest lectures?