Great to see you! :)
I'm Arin-Percy, and this is my portfolio site!! Feel free to click around with the tabs. Otherwise, this is the Home Page! If you scroll, you'll find current projects, updates, and more!!
Major Projects
My major projects! Also accessible via Projects -> Major Projects.
Hello again!
I'm a first-year student in NSCC Truro's Game Art program, where we are learning the ins and outs of industry-standard software and practices. I am a proficient digital artist and 3d modeller looking to enter the local Game Development industry in a role that aligns with my proficiencies.

Known Software
Game Engines
Unity
Roblox Studio
Unreal EngineIllustration
Procreate
Medibang Paint
Photoshop
3D Modelling & Animation
FSpy
Maya
Blender
ZBrush
Adobe Substance PainterAudio / Composition
Audacity
FL Studio
Bandlab
Event History
Terrorbyte Game Jam 2025
"Graveyard Shift" - Team 'Shirmp'. 2nd Place
Concept Artist and Asset Developer
Global Game Jam 2026
"Hyperpop Masquerade" - Team 'Shirmp'. Truro's Choice Award
Concept Artist, Character Artist, Writer, and Asset Developer
Like what you see? Contact Me!
A few of my proudest works. If you have time and would like to see more, scroll down to the Minor Projects section.
In the modelling stage, repeatable assets were left with an active array modifier, but only the original instance of each was UV unwrapped. I created two segments-- a "detailed" and "flat," designed to create visual interest and to tile cleanly with one another.
Both pieces were textured using Substance Painter. The goal was to photo-match as best as possible,and to accurately capture each surface's texture and color details.
The completed model was then imported to Unity, where baked lighting and post-processing were used to enhance the realism and photo-matching of our finished scenes.
A fully modelled, textured, rigged, and animated character model completed in our 3D Software class, dedicated to learning new software.
Auxil was rigged, modelled, and animated in Blender, and textured with UCUPaint. For this project, I tasked myself with redesigning her to be more simple and 'modelable': This was to avoid scope creep.

I ended the project proud of what I'd learned and where I'd gone, and with more knowledge on animation and rigging than I knew what to do with. I am beyond excited to implement these skills into future projects!
While the rig ended up more broken than I would have liked, I am still able to achieve a wide variety of facial expressions and poses, making her feel more alive and animated than my previous models.


Hyperpop Masquerade was Team "Shirmp"'s 2026 Global Game Jam submission. Completed within only a weekend by myself, Zander Goodwin, Tristan Kettley, Lucas Hardy, and Charlie Dobson, this game tested our collective abilities to maintain patience, work effectively on crunch time, and practice using the skills we'd been building over the course of the first semester.

Each environmental asset was broken into tiles to make them easier to re-use. Each ballroom floor is a duplicate, as well as the curtains and tiles on the walls.
I was in charge of creating various 3D and 2D assets, including environments, characters, 2D character sprites, and tileable objects for a platforming section that didn't make the final cut.


The character models were done with more care, each in a low-poly style and textures that were hand painted in Blender using UCUPaint.
To save time, we utilized Blender's "Rigify" addon, which allows you to quickly create character rigs based on pre-built bone skeletons. This made animation a much easier process for Tristan.
Send me an email!




LOD System for Unity























This where be where I tuck away my personal projects and works in progress. There is nothing here currently, but check back later!