Magic Match 3D Art - Mitosis Games
Screenshot of Zone 3, taken from within the Unity editor (ignore the tiny blue, red, or grey nodes, as I just overlooked turning those off when taking the screenshots).

Screenshot of Zone 3, taken from within the Unity editor (ignore the tiny blue, red, or grey nodes, as I just overlooked turning those off when taking the screenshots).

Same zone, but the "wrecked" state of everything

Same zone, but the "wrecked" state of everything

Close-up

Close-up

Screenshot of Zone 1. It's the smallest zone in the game since it's the tutorial area. We were also able to polish it more extensively as a result.

Screenshot of Zone 1. It's the smallest zone in the game since it's the tutorial area. We were also able to polish it more extensively as a result.

All the fixed and wrecked castles from Zone 3. I created the red/orange castle first in a modular fashion in order to make building the remaining 2 castles much faster.

All the fixed and wrecked castles from Zone 3. I created the red/orange castle first in a modular fashion in order to make building the remaining 2 castles much faster.

Fixed and wrecked state fairy hotel for zone 2

Fixed and wrecked state fairy hotel for zone 2

Hugo's home in zone 1. This was one of the first assets I created for the game.

Hugo's home in zone 1. This was one of the first assets I created for the game.

Bat minion character

Bat minion character

2 different types of treasure chests to be used in the UI, as well as in-game in zone 3.

2 different types of treasure chests to be used in the UI, as well as in-game in zone 3.

Tileable grass textures created for zone 2 and also re-purposed for zones 1 and 3 with some slight adjustments

Tileable grass textures created for zone 2 and also re-purposed for zones 1 and 3 with some slight adjustments

This is a sample of my work for the mobile game Magic Match by Mitosis Games. I worked alongside the Lead Artist Marco Gutierrez to build all the scenes in the game, with outsourcing help for concepts and some 3D content.
Throughout the process I personally created many of the 3D assets; imported assets into Unity; worked on scene layout within Unity; grayboxed zone 3; performed polish passes across all assets in each of the 3 zones, as well as optimization passes and texture overhauls on contractor’s models as needed; created lightmaps; and implemented any feedback received to ultimately complete these scenes to be handed off to the sequencing team.