Elysian Inferno

My senior capstone project at SCAD! I worked as our Technical Artist, VFX lead, Rigger, Character Texture Artist, and Animator.

Featured at GDC 2025 - SCAD Booth

Elysian Inferno is a fast-paced action adventure between worlds, where you use your wits and your might to escape the wrath between Sanctus and Malum.

Software Used: Unreal Engine 5.5, Maya, Blender, Substance Painter, Substance Designer, ZBrush, GitHub, Perforce

Development Duration: Jun 2024 – Jun 2025

Elysian Inferno on Steam

Character Art

At the start of the project in 2024, we didn't have a dedicated character artist on the team full-time. To try to alleviate some of that stress, I took up the creation of the first enemy in the game.

The Chimera was first sculpted in ZBrush, then retopologized in Maya and finally baked and textured in Substance Painter.

Concept

Texture Art

I textured every character in the game, as well as made custom materials for them! Each enemy required two meshes, one for each realm!

Character Rigs

Even though there were two different meshes for the enemies in each realm, they needed to share the same rig in our pipeline. As a complete beginner rigger at the time, this was one of my biggest challenges in this project.

On top of having next to no rigging experience, our animator only knew Blender.

So I learned Blender.

I also rigged one of the characters in Unreal because that’s what the rest of the team knew how to animate in!

VFX

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