BLENDER
ROBLOX STUDIO
SUBSTANCE PAINTER
2025
2026
3D
I worked on two Roblox projects at GoSpooky for Samsung, aimed at reaching a younger audience through interactive gameplay.
The first project focused on promoting a range of Samsung products released alongside the Fold and Flip models. The second project, Demon Hunt, was built around a new product lineup including the S26 and Buds. In this experience, players explored a Korean-inspired world and used in-game mechanics based on Samsung’s features while hunting hidden demons.
My role focused on 3D asset creation, where I worked on modeling and texturing assets used both throughout the environments and as UGC items. These included wearable elements such as hairstyles, hats, and masks that players could unlock and use in-game. The goal was to create assets that were visually engaging while staying optimized for performance within Roblox.

A key part of these projects was working within the technical constraints of Roblox. I focused on keeping polycounts low and geometry efficient, while using texture baking to preserve detail where possible. Materials and textures were optimized for performance, and assets were built to work reliably as UGC across different avatars and use cases.

BLENDER
ROBLOX STUDIO
SUBSTANCE PAINTER
2025
2026
3D
I worked on two Roblox projects at GoSpooky for Samsung, aimed at reaching a younger audience through interactive gameplay.
The first project focused on promoting a range of Samsung products released alongside the Fold and Flip models. The second project, Demon Hunt, was built around a new product lineup including the S26 and Buds. In this experience, players explored a Korean-inspired world and used in-game mechanics based on Samsung’s features while hunting hidden demons.
My role focused on 3D asset creation, where I worked on modeling and texturing assets used both throughout the environments and as UGC items. These included wearable elements such as hairstyles, hats, and masks that players could unlock and use in-game. The goal was to create assets that were visually engaging while staying optimized for performance within Roblox.

A key part of these projects was working within the technical constraints of Roblox. I focused on keeping polycounts low and geometry efficient, while using texture baking to preserve detail where possible. Materials and textures were optimized for performance, and assets were built to work reliably as UGC across different avatars and use cases.
