🔒
Protected work
This section is password-protected. Please enter the password to view the work.
Incorrect password, please try again.
Kitchen Masters
A selection of highlights from 200+ marketing creatives I produced for Kitchen Masters (Nov 2024 – Mar 2026), both independently and in collaboration with the team.About half of the time I was the only 3D artist on the marketing team.
Merge Drinks
- First HTML5 project. Focused on game design and visual direction, used AI-assisted development for the engineering.
- Shipped in four days. Two on core gameplay, two on ad network integration. A physics-based merge playable with canvas particle effects, tutorial-free onboarding, fully responsive layout, and ad platform integration. Single-file HTML, 700KB.
- Developed a coordinate-based workflow to communicate scene layouts to AI. The foundation that later became a full in-browser scene editor in the next project.
Tap to Play
Family Save
- Designed and shipped an interactive HTML5 playable ad.
- Featuring Spine 2D characters with emotion-state transitions, merge puzzle mechanics, particle VFX, and ad platform integration.
- Used AI-assisted development for the engineering side, focusing effort on game design, scene direction, and asset integration. Built a custom in-browser scene editor to iterate on layouts without a game engine.
Tap to Play
Pixel Flow
- A Unity creative ad game. Match colors on the board, generate ammo, and fire at the pixel-art image above.
- A single color palette asset re-themes the entire game, from pixels and turrets to the board and UI.
- Levels are drawn in a built-in editor, with no code required.
- An AutoPlayer mode handles the board automatically, so ad footage can be recorded without a human player.

- Every visual element reads from a single ColorPalette asset. The pixel-art image, the turrets, the match-3 board, the floating score text, and the UI accents all pull their colors from the same reference. Swapping that reference re-skins the entire scene.
- Levels are drawn inside Unity through a custom editor window, with paint, fill, eyedropper and selection tools, plus undo, redo, and texture import.
- Any reference image can be dropped in, and the editor maps it to the nearest palette colors automatically. A rough sketch becomes a playable level in seconds.
- Together these systems move theming and content creation out of code and into an interface anyone on the team can use.
- A second layer of the game lives in the inspector. Targeting mode, fire rate, ammo per block, cascade behavior, and win conditions are all exposed as settings, so trying a new creative does not require a recompile.
- An AutoPlayer mode plays the board on its own. It prioritizes matches that produce the colors currently missing from the pixel art.
- Interval ranges, priority rules, and a random seed make each playthrough either reproducible or freshly varied.
- Ad footage can be captured straight from the running build. No human player is needed, and pacing stays consistent across every recording.

