TANK & BEAR
AIKO// UMI
I’ve had the privilege of collaborating with Tank and Bear on and off for nearly a decade, contributing to projects that evolved alongside the studio’s own journey. I first joined the team in 2014 as a contract 3D artist on Aiko, a fitness companion app designed for the Apple Watch. My work spanned 3D art, animation, and visual design, helping bring an innovative concept to life during the early wave of wearable technology. Although the project was ultimately cancelled in 2015, it led to Tank and Bear’s acquisition of Aiko by Katapult Studios; a testament to the strength of the vision and prototype.
Nearly a decade later, I returned to Tank and Bear as the studio re-emerged with fresh funding fueled by the rise of AI and the next generation of platforms. In 2024, I served as Lead 3D Artist on Umi Pop, a playful social experience built for Meta’s Metaverse, where I developed pipelines and assets that shaped the game’s unique visual identity. The success of Umi Pop secured additional funding and greenlit development for a new project with Meta’s Oculus division, codenamed Umi’s World, where I continued to expand the art direction and technical foundations.
Through my work with Tank and Bear, I’ve had the chance to contribute to projects that pushed the boundaries of both mobile fitness and social gaming, while growing alongside a studio that continually adapts to new technologies and platforms.
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UMI POP
In 2024, I collaborated with Tank and Bear on Umi Pop, a multiplayer social game created for Meta’s Metaverse platform. The project combined casual play with endearing creature collecting. The game was designed to engage players in lighthearted, interactive experiences.
As the Lead artist, I contributed to the design, modeling, texturing, and animation of characters and environments, helping establish the game’s vibrant, stylized art direction. My work extended beyond asset creation, supporting workflow development and optimization to ensure smooth performance within Meta’s real-time ecosystem.
Umi Pop not only introduced players to a new kind of shared virtual play, but also proved pivotal for Tank and Bear. Its success helped secure additional funding and laid the groundwork for the studio’s next major collaboration with Meta, Umi’s World.
*Final render was rendered by another artist. All art direction, most modeling, texture, etc done by me.
*Final render was rendered by another artist. All art direction, most modeling, texture, etc done by me.











UMI'S WORLD - Working Title
Umi’s World is an ongoing VR/AR project developed in partnership with Meta’s Oculus division, beginning in January 2025. The game blends AR-based platforming and battle levels with a VR life-simulation experience, creating a hybrid world that bridges physical and virtual play.
As Lead 3D Artist, I’ve been responsible for designing and defining the game’s art style, establishing pipelines, and guiding the visual direction from concept to in-engine execution. My role spans asset creation, animation, and Unity implementation, ensuring that the game’s technical performance matches its creative ambitions.
This work has required close collaboration across disciplines: partnering with game designers, developers, and producers to align mechanics, narrative, and visuals into a cohesive player experience.
Umi’s World is positioned as a flagship experiment in AR/VR hybrid gameplay, showcasing how immersive technologies can merge everyday activity with imaginative, social worlds.


























AIKO
Aiko began development in 2015 as a pet companion fitness app designed to motivate users to stay active. The core gameplay loop centered around tracking your steps . The more you walked, the more your companion grew and interacted with you. The app was built for iOS and paired with the Apple Watch, creating a seamless “on-the-go” experience that blended fitness with play.
Although Aiko was ultimately canceled before launch, the project played a pivotal role in Tank and Bear’s acquisition of Aiko by Katapult Studios.
As the sole 3D artist, I was responsible for rigging, animation, modeling, texturing, particle effects, and concept development. Many of the animations I created were used both in-app and in promotional materials, examples of which are showcased below.





































