Hello there! I'm Grant. It's really nice to meet you!
I graduated from college with a computer science degree in 2019 and worked as a full-stack software engineer for several years.
I’ve been an avid gamer most of my life. Eventually, I started learning game development, mostly using Blender and Unity. As someone who loves to create and learn new things, I couldn't stay away. It was like a whole new world opened up where I could reconcile my technical background with a creative side I’d never really tapped into before.
I've developed several different types of games, 3D assets, VFX, and learning content. I'm also currently partnered with GameDev.tv as an online instructor and course creator.
My specialty is in technical art!
My other hobbies include fitness, reading, journaling, hanging out with friends, going for long walks while listening to a podcast, or entertaining my extraordinarily clingy cat.
You may view my resume here!
A specialized technical art course on creating 3D-to-2D workflows, teaching students how to properly transform Blender models into pre-rendered sprites.
Set up perfect camera angles for side-scrollers, top-down and isometric games.
Add clean outlines and hand-drawn style using Grease Pencil.
Build custom toon shaders that react to light for sharp, stylized results.
Comes with a custom Blender extension to batch render multiple angles and animations, saving hours of work. Built using Python.
Inspired by games like Dead Cells, Donkey Kong Country, and Diablo.
You may purchase the course and view the official trailer here!
An intermediate level course teaching students how to build a player versus environment (PvE) card battling game from scratch.
Learn how to implement a modular, data-driven card system using ScriptableObjects.
Implement a scalable, decoupled event system architecture.
Create a turn-based game loop with boss encounters.
Build a deck builder to browse, add, and remove cards.
Inspired by games like Slay the Spire and Hearthstone.
The slashes of this project are extremely customizable. It was created using primarily Visual Effect Graph and Shader Graph.
I built this because I noticed while there were a lot of great asset packs for VFX slashes, all of them were fixed and provided minimal to zero customization. This pack solves that by providing a user-friendly control panel to manage slash length, slash speed, particle speed, particle count, particle toggling, colors, and much more!
30 VFX Prefabs, 8 Visual Effect Graphs, and 2 Shader Graphs. Also comes with dozens of slash and particle textures. Instruction manual included.
Available on the official Unity Asset Store. I also highly recommend watching the trailer.
An assorted weapons pack of melee weapons. This pack contains 30 prefabs of assorted melee weapons. They were created using Blender 5. They are also highly optimized, utilizing a single material between all of them which uses global texture atlases (Color, Metallic, and Normal).
Contains 30 Weapon Prefabs and 3 global texture atlases (Color, Metallic, and Normal) at 4K. However, there's 4 textures on the atlases spread evenly in different quadrants, so each PBR texture you see comes out to 1K.
Available on the official Unity Asset Store.
A pack of everyone's favorite ninja tool: shuriken! The meshes were created using Blender.
Included files are .FBX, .GLB, and 25 ready-to-use prefabs for each shuriken, and 5 unique PBR materials (2K and 4K textures).
Available on the official Unity Asset Store.
Desktop Catpanion is a cozy, low-stress desktop pet game designed to keep you company. Whether you’re working, watching videos, or scrolling through articles, you’ll always have a virtual furry friend hanging out on your screen. Life can be hard, so we might as well enjoy it where we can!
This project was built using Unity 6.
I've competed in a handful of Game Jams, they include:
A Hue Steps Away: A narrative 3D game which focused on cinematics, animations, and dialogue sequences to create an immersive, story-driven experience. Built using Unity 6.
Redemption of the Miniature Mage: A 2D vertical-platformer. Focused on fluid player movement and escalating enemy AI hazards. Built using Unity 6.
Anything You Can Do, I Can Do Better: A 3D multiplayer arena battler. Was responsible for level design, gameplay programming, map creation, optimization, shaders, etc. Uses the s&box engine.