Products

I produce many products across my creative work. I use the term broadly — encompassing sales-oriented assets, public offerings, licensable tools, as well as entertainment, cultural, and artistic productions.

Some in-house–only offerings are also listed here for internal organization and to provide a glimpse into the personal tools and infrastructure I develop and deploy in practice.

This category has some overlap with Projects, but emphasizes concrete, distributable outcomes — things that point toward a download, license, release, or finished work rather than the broader journey behind them.

Software Packages & Repos

I also develop hundreds of software packages across modern programming languages — ranging from small atomic utilities to full frameworks. While these can reasonably be considered products, I keep them separate because they are typically narrow, composable building blocks rather than complete, presentation-ready offerings. If you are looking for one of my software packages, please visit the repositories listing below:

Services

Services are intentionally listed separately and are not categorized as products. If you are interested in my professional services, please follow the link below.

Items

Belle | Blender

  • Domain: digital_content_creation
  • Sub-Domain: 3D

Belle | Blender is a software add-on for Blender, the 3D modeling and animation program. It introduces a broad set of improvements and additional features that make everyday work inside Blender easier, while opening up new capabilities needed to deliver exceptional works of art.

It was developed primarily to support my own entertainment artwork and production workflows. Because of this, it places a strong emphasis on preparing assets for animation, visual effects, real-time rendering, and games. Its development is driven by real studio use, which keeps the tools practical, focused, and production-grade.

Belle is a brand I use across several creative software packages as a personal mark of quality. While each Belle tool serves a similar role — extending and strengthening its host application — every implementation is purpose-built, shaped around the strengths, limitations, and working style of the specific software it lives in.

This product is developed under my digital art and creative projects studio, Fractal Bouquet.

Belle | Houdini

  • Domain: digital_content_creation
  • Sub-Domain: 3D

Belle | Houdini is a software add-on for Houdini, the 3D modeling and animation program. It introduces a broad set of improvements and additional features that make everyday work inside Houdini easier, while opening up new capabilities needed to deliver exceptional works of art.

It was developed primarily to support my own entertainment artwork and production workflows. Because of this, it places a strong emphasis on preparing assets for animation, visual effects, real-time rendering, and games. Its development is driven by real studio use, which keeps the tools practical, focused, and production-grade.

Belle is a brand I use across several creative software packages as a personal mark of quality. While each Belle tool serves a similar role — extending and strengthening its host application — every implementation is purpose-built, shaped around the strengths, limitations, and working style of the specific software it lives in.

This product is developed under my digital art and creative projects studio, Fractal Bouquet.

Belle | Maya

  • Domain: digital_content_creation
  • Sub-Domain: 3D

Belle | Maya is a software add-on for Autodesk Maya, the 3D modeling and animation program. It introduces a broad set of improvements and additional features that make everyday work inside Maya easier, while opening up new capabilities needed to deliver exceptional works of art.

It was developed primarily to support my own entertainment artwork and production workflows. Because of this, it places a strong emphasis on preparing assets for animation, visual effects, real-time rendering, and games. Its development is driven by real studio use, which keeps the tools practical, focused, and production-grade.

Belle is a brand I use across several creative software packages as a personal mark of quality. While each Belle tool serves a similar role — extending and strengthening its host application — every implementation is purpose-built, shaped around the strengths, limitations, and working style of the specific software it lives in.

This product is developed under my digital art and creative projects studio, Fractal Bouquet.

Canonical Atomics (Friends) | NodeJS

  • Domain: software
  • Sub-Domain: library

Canonical Atomics — which I call Friends — is a curated collection of small, reusable functions for Node.js. These are the kinds of simple operations developers use constantly, written carefully so they remain clear, predictable, and easy to combine.

Rather than being a framework, Friends focuses on fundamentals: clean, well-defined functions that do one thing well and can be stacked together without surprises. The goal is to reduce friction in everyday coding by providing reliable pieces you don’t have to rethink or rewrite.

As a product, Friends represents the distilled core of my Node.js work — the atomic utilities I rely on across projects. It’s intentionally separated from my larger repository listings to highlight its purpose: a stable, practical foundation for building real software.

This product is developed under my software development and systems work studio, Midnight Citylights.

Character Production Archetypes

  • Domain: digital_assets
  • Sub-Domain: 3D

Creating great 3D characters starts with art — shape, anatomy, personality, and appeal — but it also depends on a large amount of hidden technical work. Characters must be built to move correctly, perform efficiently, and accept textures, materials, and effects without breaking. At higher levels of quality, this foundational work becomes just as important as the visible design.

Character Archetypes is my evolving library of perfected base character forms. Whenever I create or refine a complex character, creature, animal, or mech, its underlying structure is distilled into this collection. These archetypes act as durable foundations that new characters can be built from, allowing advanced features — animation systems, deformation, performance optimization, and surface detail — to transfer cleanly onto new designs.

By treating base meshes as long-term assets rather than disposable starting points, Character Archetypes dramatically reduces production time while increasing reliability and expressive potential. The library supports realistic and highly stylized variations, ensuring flexibility without sacrificing technical integrity. It represents the structural backbone behind much of the character work developed at Fractal Bouquet.

Note: Iconic silhouettes, proprietary studio forms, and creatures tied directly to internal IP are excluded from public releases.

This product is developed under my digital art and creative projects studio, Fractal Bouquet.

Character Production Archetypes CEL

  • Domain: digital_assets
  • Sub-Domain: 3D

Stylized characters — especially anime, cartoon, and illustrated styles — follow a very different set of rules than realistic 3D characters. Clean outlines, flat lighting, bold highlights, and graphic shading all demand structural tricks that don’t exist in traditional character models. Trying to force these styles onto realistic foundations often leads to visual artifacts, broken lighting, and endless technical workarounds.

Character Cel-Shade Archetypes is a dedicated family of base character forms designed specifically for non-photorealistic rendering. These models are built from the ground up to support cel-shading, illustration-style lighting, and graphic surface behavior. Their structure ensures that highlights, shadows, and silhouettes remain clean, readable, and expressive — even under extreme stylization.

The collection preserves the same production-grade discipline as my core Character Archetypes — strong deformation, animation reliability, and performance awareness — while embracing the unique needs of stylized art. The result is a stable foundation for anime, cartoon, comic, and VTuber-style characters that look intentional, polished, and visually “right” without constant technical fighting.

This product is developed under my digital art and creative projects studio, Fractal Bouquet.

Coroutine+ | Unreal Engine

  • Domain: software
  • Sub-Domain: real_time

Coroutine+ is a software extension for Unreal Engine that makes it easier to write complex behavior in a clean, readable way.

In many games, systems like character actions, AI decisions, animations, and timed events all need to happen over time — waiting, reacting, resuming, and coordinating without freezing the game. Coroutine+ provides a structured way to express those flows naturally, letting code pause and continue when it makes sense, instead of being forced into tangled callback chains or hard-to-follow state machines.

This system was built for my own real-time entertainment projects, where clarity and reliability matter more than novelty. It allows gameplay and animation logic to be written in a way that mirrors how designers and engineers think about sequences and timing, while remaining fast, safe, and fully native to Unreal Engine’s C++ environment.

Coroutine+ exists because modern interactive work demands expressive control over time and behavior. While similar solutions exist publicly, this version is tightly integrated into my studio’s architecture — built for long-term use, deep engine knowledge, and production realities rather than generic reuse.

This product is developed under my digital art and creative projects studio, Fractal Bouquet.

DeepFrame | NodeJS

  • Domain: software
  • Sub-Domain: web_server

DeepFrame (Node.js) is the foundation I use to build and run my own websites. Instead of starting from scratch each time, it gives me a stable core that handles the difficult, behind-the-scenes parts of running a modern site — things like structure, reliability, and long-term maintainability — so each project can focus on what it’s actually meant to do.

The idea is simple: when the foundation improves, everything built on top of it improves too. Over time, DeepFrame has grown into a mature system through real use, not experimentation. Every improvement carries forward, which means new sites begin from a place of strength rather than fragility.

DeepFrame isn’t distributed as a downloadable product. It contains architectural decisions and security-sensitive systems that are meant to be deployed and maintained carefully, not copied blindly. Its value lies in the patterns, discipline, and experience embedded in it — which I apply directly when building and maintaining production websites.

This Node.js version is the first and primary implementation of DeepFrame. Additional variants may emerge in the future as the system evolves and expands into new environments.

This product is developed under my software development and systems work studio, Midnight Citylights.

Development Cheat Sheets

  • Domain: software
  • Sub-Domain: reference

A free, living library of technical cheat sheets I use daily — practical references for development, servers, and creative tools, built from real-world work.

This is a growing library of personal cheat sheets I maintain for my own work across software development, servers, operating systems, and creative tools. Each sheet is a practical reference — a place where I collect commands, patterns, and workflows that are easy to forget when you’re not using a tool every single day.

Rather than constantly searching documentation or re-learning syntax, I keep these notes open while I work. They help me move quickly, avoid mistakes, and stay focused when switching between different languages, platforms, or environments. Everything here exists because it solved a real problem for me in practice.

I’ve made the entire library available online and free to use. While the notes are personal in origin, they’re written clearly and organized so others can benefit from them as well. Think of it as a working knowledge shelf — not tutorials, not theory, just reliable references shaped by real use.

This product is developed under my software development and systems work studio, Midnight Citylights.

Kingdom of Flowers

  • Domain: entertainment
  • Sub-Domain: franchise_and_ip

Kingdom of Flowers is Fractal Bouquet’s central creative universe — a long-term body of work focused on culture, craft, belief, and the way civilizations define meaning through beauty and discipline. Rather than being built around a single story or format, it functions as a shared foundation for writing, visual development, and interactive production.

The world explores societies shaped by ritual, artistry, and responsibility, where skill and devotion are treated as virtues rather than background details. Its tone is deliberate and earnest, favoring structure, symbolism, and continuity over satire or spectacle.

At this stage, Kingdom of Flowers exists as an internal franchise framework. It provides the setting, themes, and identity that guide future written, visual, and interactive works as the universe continues to expand and mature.

This product is developed under my digital art and creative projects studio, Fractal Bouquet.

Lydio | NodeJS

  • Domain: software
  • Sub-Domain: web

Lydio is a system for building websites in a clear, deliberate way. Instead of relying on heavy frameworks or short-lived trends, it treats a website as something thoughtfully assembled — more like a book or publication than a disposable digital product.

With Lydio, pages and layouts are created programmatically using simple, readable building blocks. This makes sites easier to understand, easier to maintain, and far more pleasant to work on over time — especially as they grow and change.

The NodeJS version is the main implementation and the one I use for all of my own websites. Its core pieces are available to use directly, and the system naturally supports real-world deployment and long-term upkeep without being locked into a rigid platform or service model.

At its heart, Lydio reflects a belief that websites should be built to last — remaining readable, flexible, and meaningful long after the initial launch.

This product is developed under my software development and systems work studio, Midnight Citylights.

Marle

  • Domain: software
  • Sub-Domain: web

Marle is a writing and content system designed to keep written work stable over time, even as websites, layouts, and styles change. It focuses on separating what is written from how it is displayed, so essays, journals, and archives can evolve without being rewritten or broken.

Rather than locking content into a single format or platform, Marle treats writing as structured data. This allows the same body of work to be reused, reorganized, and presented in different ways while preserving its original meaning and intent.

As a product, Marle exists less as a single piece of software and more as a practical framework: real implementations, reference tools, documented patterns, and working examples drawn from live websites. It is actively used across my own projects as a production-ready approach to long-form writing, archival content, and ongoing publications.

Marle is for authors and developers who want their writing to remain readable, portable, and durable — not tied to trends, platforms, or short-lived publishing systems.

This product is developed under my software development and systems work studio, Midnight Citylights.

MechOps | Blender

  • Domain: digital_content_creation
  • Sub-Domain: 3D

MechOps | Blender is a software add-on for Blender that helps turn static 3D models into things that can move, bend, and be animated. Before a character, creature, or machine can be animated, it needs an internal structure — similar to a skeleton and joints — that defines how it moves. MechOps provides a set of building blocks that make creating those structures faster, more reliable, and easier to manage.

The toolkit is designed around modular components. Instead of building every rig from scratch, pieces can be assembled, reused, and adapted depending on the project — whether that’s a human character, an animal, a mechanical device, or something entirely custom. This makes it possible to scale from simple setups to very complex rigs without losing control or consistency.

MechOps exists because modern animation needs quickly outgrew what off-the-shelf tools could comfortably handle. It’s built from real production use inside my studio, shaped by practical problems encountered while rigging characters, creatures, and machines for entertainment work. The result is a system that prioritizes stability, flexibility, and long-term usability rather than one-off solutions.

This product is developed under my digital art and creative projects studio, Fractal Bouquet.

MechOps | Maya

  • Domain: digital_content_creation
  • Sub-Domain: 3D

MechOps | Blender is a software add-on for Blender that helps turn static 3D models into things that can move, bend, and be animated. Before a character, creature, or machine can be animated, it needs an internal structure — similar to a skeleton and joints — that defines how it moves. MechOps provides a set of building blocks that make creating those structures faster, more reliable, and easier to manage.

The toolkit is designed around modular components. Instead of building every rig from scratch, pieces can be assembled, reused, and adapted depending on the project — whether that’s a human character, an animal, a mechanical device, or something entirely custom. This makes it possible to scale from simple setups to very complex rigs without losing control or consistency.

MechOps exists because modern animation needs quickly outgrew what off-the-shelf tools could comfortably handle. It’s built from real production use inside my studio, shaped by practical problems encountered while rigging characters, creatures, and machines for entertainment work. The result is a system that prioritizes stability, flexibility, and long-term usability rather than one-off solutions.

This product is developed under my digital art and creative projects studio, Fractal Bouquet.

Monarch

  • Domain: entertainment
  • Sub-Domain: narrative

Monarch is a complete written narrative developed within the Kingdom of Flowers universe. It exists as a finished work in its own right, while also serving as a structural blueprint for future adaptation into interactive formats.

The text establishes characters, tone, pacing, and thematic direction with a level of detail intended to support real production work. It is written with both storytelling and implementation in mind, bridging the gap between traditional narrative and interactive design.

Rather than functioning as a loose concept or outline, Monarch is a deliberate, fully formed narrative artifact — one that anchors creative intent and provides a stable reference point for development decisions that follow.

This product is developed under my digital art and creative projects studio, Fractal Bouquet.

Monarch X4

  • Domain: entertainment
  • Sub-Domain: real_time

Monarch X4 is a short-form interactive production developed to bring the Monarch narrative into a real-time format. It is built end-to-end using Tyra X4, Fractal Bouquet’s internal real-time framework, and serves as both a creative work and a technical validation project.

The production is intentionally compact, allowing for high fidelity and careful authorship without the overhead of large-scale scope. This makes it possible to evaluate pacing, interaction flow, presentation, and system behavior under real production conditions.

Monarch X4 represents the studio’s current strategic direction: developing tightly authored, high-quality interactive works that balance expressive intent with technical clarity — laying a practical foundation for more ambitious productions over time.

This product is developed under my digital art and creative projects studio, Fractal Bouquet.

Shader+ | Blender

  • Domain: tech_arts
  • Sub-Domain: shader

A shader controls how a surface looks when light interacts with it — defining color, brightness, softness, reflection, glow, and overall visual mood. Shaders are what turn raw 3D geometry into believable materials or expressive artistic styles, shaping the final look of a scene as much as the models themselves.

Shader+ for Blender is a curated set of node-based shader systems built for Eevee and Cycles. These shaders are designed to be readable, adaptable, and aligned with real-time rendering workflows.

The focus is visual parity: materials developed in Blender should behave predictably when transferred into game engines. Shader+ helps maintain artistic intent from offline look development through final real-time integration.

This product is developed under my digital art and creative projects studio, Fractal Bouquet.

Shader+ | Godot Engine

  • Domain: tech_arts
  • Sub-Domain: shader

A shader controls how a surface looks when light interacts with it — defining color, brightness, softness, reflection, glow, and overall visual mood. Shaders are what turn raw 3D geometry into believable materials or expressive artistic styles, shaping the final look of a scene as much as the models themselves.

Shader+ for Godot is written specifically to complement Godot’s rendering model and creative strengths. It provides a growing set of shaders designed for expressive visuals while remaining approachable and performant.

This version serves both as a practical production toolkit and as an exploration of Godot’s artistic potential, helping establish a consistent visual language across real-time projects built with the engine.

This product is developed under my digital art and creative projects studio, Fractal Bouquet.

Shader+ | Maya

  • Domain: tech_arts
  • Sub-Domain: shader

A shader controls how a surface looks when light interacts with it — defining color, brightness, softness, reflection, glow, and overall visual mood. Shaders are what turn raw 3D geometry into believable materials or expressive artistic styles, shaping the final look of a scene as much as the models themselves.

Shader+ for Maya consists of Hypershade networks and material templates used for look development and pre-engine visualization. It supports procedural textures, Arnold materials, and custom shading setups in a controlled, repeatable way.

This implementation ensures assets maintain visual consistency as they move from Maya into rendering or real-time environments, acting as a reliable bridge between authoring and final production.

This product is developed under my digital art and creative projects studio, Fractal Bouquet.

Shader+ | Unity Engine

  • Domain: tech_arts
  • Sub-Domain: shader

A shader controls how a surface looks when light interacts with it — defining color, brightness, softness, reflection, glow, and overall visual mood. Shaders are what turn raw 3D geometry into believable materials or expressive artistic styles, shaping the final look of a scene as much as the models themselves.

Shader+ for Unity is a modular shader collection focused on flexibility, readability, and performance. It is built around Unity’s URP pipelines, offering layered, lightweight shaders that support both stylized and semi-realistic looks.

This implementation leans into Unity’s strengths — soft lighting, gradient control, and painterly rendering — making it well suited for projects where visual identity and iteration speed are more important than heavy photorealism.

This product is developed under my digital art and creative projects studio, Fractal Bouquet.

Shader+ | Unreal Engine

  • Domain: tech_arts
  • Sub-Domain: shader

A shader controls how a surface looks when light interacts with it — defining color, brightness, softness, reflection, glow, and overall visual mood. Shaders are what turn raw 3D geometry into believable materials or expressive artistic styles, shaping the final look of a scene as much as the models themselves.

Shader+ for Unreal Engine is a library of reusable material functions designed to extend Unreal’s standard material system. Rather than relying on one-off materials, it provides structured building blocks that can be combined to create both production-grade realism and fully stylized visuals.

Built natively for Unreal Engine Shader+ emphasizes artistic control without fighting the engine. It merges the technical rigor of AAA pipelines with hand-crafted visual warmth, allowing projects to achieve a refined, intentional look that often feels beyond Unreal’s default aesthetic.

This product is developed under my digital art and creative projects studio, Fractal Bouquet.

Substance Designer Library

  • Domain: digital_content_creation
  • Sub-Domain: texturing

The Substance Designer Library is the engine behind how many of my textures are created. Instead of painting every detail by hand, this library uses procedural building blocks — systems that generate textures based on rules, relationships, and adjustable parameters.

This approach allows surfaces to remain flexible and adaptable. Materials can be adjusted for scale, wear, or style without needing to be rebuilt, making it especially useful for large projects or evolving art directions. It also ensures consistency, since the same underlying logic drives many different results.

Together, this library forms the structural backbone of my texturing workflow. It enables precision where it matters, variation where it’s needed, and long-term reuse across projects — turning texture creation into a reliable system rather than a one-off task.

This product is developed under my digital art and creative projects studio, Fractal Bouquet.

Substance Painter Library

  • Domain: digital_content_creation
  • Sub-Domain: texturing

The Substance Painter Library is my personal toolkit for painting and finishing 3D surfaces. It contains reusable materials, brushes, and texture tools that make it easier to give digital objects a believable sense of age, wear, and character — whether they’re realistic, stylized, or somewhere in between.

Rather than building every surface from scratch, this library allows me to work consistently across projects while still retaining full artistic control. Each element has been shaped by real production use, refined over time as problems are solved and better approaches emerge.

The result is faster iteration without sacrificing quality. Surfaces stay cohesive across characters, environments, and props, and visual decisions remain intentional instead of improvised. It’s a quiet productivity tool that helps ideas move from concept to finished artwork smoothly and reliably.

This product is developed under my digital art and creative projects studio, Fractal Bouquet.

Super Miko: Enchanted Getaways

  • Domain: entertainment
  • Sub-Domain: franchise_and_ip

Super Miko: Enchanted Getaways is a comic and digital entertainment franchise currently in development.

Watch out Blobby Slimes! Super Miko: Enchanted Getaways is a comic and digital entertainment franchise currently in development.

Super Miko is an experienced pilot, steward, mechanic, and hospitality specialist who runs a travel agency. Her adventures combine lighthearted fun with imaginative world-building — and her powers? Let’s just say she doesn’t need a plane to fly. With a Supercharged Boba Latte in paw, she can take to the skies.

This project serves as a creative playground for visual design, character development, and narrative tone — exploring how a warm, whimsical franchise can grow across comics, illustrations, and future interactive formats.

This product is developed under my digital art and creative projects studio, Fractal Bouquet.

Surface+

  • Domain: art_asset
  • Sub-Domain: texture

Surface+ is my personal library for creating believable surface detail — the textures, patterns, and material foundations that give digital objects their sense of weight, wear, and physical presence. It includes sculpting alphas, surface inserts, material maps, and texture elements that can be used across many different 3D tools and game engines.

The collection is built from a mix of hand-crafted artwork and procedural systems, refined through real projects rather than abstract experimentation. Each element is designed to be flexible and reusable, so the same surface ideas can be adapted to characters, environments, props, or stylized work without starting from scratch every time.

Surface+ acts as the tactile backbone of my 3D work. By reusing a consistent, well-tested surface library, projects gain cohesion and realism while avoiding the common pitfalls of mismatched materials or rushed texturing. It’s a quiet but essential foundation that supports everything built on top of it.

This product is developed under my digital art and creative projects studio, Fractal Bouquet.

Tyra X4 | Godot Engine

  • Domain: software
  • Sub-Domain: real_time

Tyra X4 is the result of long-term research and practical experience developing a coherent architectural foundation for modern real-time applications. It focuses on building systems that are expressive to work on, expandable over time, tactile in use, and reliable under real production constraints.

Tyra X4 for Godot is a native GDScript/C++ implementation that applies the same core architecture within Godot’s engine model. This version is functional and under active expansion toward feature parity with the Unreal implementation.

Maintaining a Godot version supports long-term engine literacy and provides insight into how the same system patterns translate across different real-time environments.

This product is developed under my digital art and creative projects studio, Fractal Bouquet.

Tyra X4 | Unity Engine

  • Domain: software
  • Sub-Domain: real_time

Tyra X4 is the result of long-term research and practical experience developing a coherent architectural foundation for modern real-time applications. It focuses on building systems that are expressive to work on, expandable over time, tactile in use, and reliable under real production constraints.

This version adapts the same architectural principles into a Unity extension implemented in C#. It provides the same integrated runtime concepts while aligning with Unity’s tooling, scripting model, and iteration workflows.

Maintaining Tyra X4 in Unity allows us to explore alternative tradeoffs in flexibility, tooling ergonomics, and rendering pipelines, while preserving a consistent system architecture across engines.

This product is developed under my digital art and creative projects studio, Fractal Bouquet.

Tyra X4 | Unreal Engine

  • Domain: software
  • Sub-Domain: real_time

Tyra X4 is the result of long-term research and practical experience developing a coherent architectural foundation for modern real-time applications. It focuses on building systems that are expressive to work on, expandable over time, tactile in use, and reliable under real production constraints.

Tyra X4 for Godot is a native GDScript/C++ implementation that applies the same core architecture within Godot’s engine model. This version is functional and under active expansion toward feature parity with the Unreal implementation.

Maintaining a Godot version supports long-term engine literacy and provides insight into how the same system patterns translate across different real-time environments.

This product is developed under my digital art and creative projects studio, Fractal Bouquet.

Unreal Engine Regen C++ Solution

  • Domain: software
  • Sub-Domain: real_time

Unreal Regen is a small utility I built to remove a common annoyance when working on Unreal Engine projects. When you add or change C++ files, Unreal often expects you to open the editor just to refresh project files — which can be slow and disruptive.

This tool does that refresh step directly, without launching the editor at all. It lets developers regenerate project and build files quickly from the command line, keeping focus on writing code instead of waiting on tools to catch up.

While simple, Unreal Regen saves time every day on larger projects where iteration speed matters. It’s the kind of quiet utility that doesn’t change what you build — it just makes the work feel smoother, faster, and less frustrating.

This product is developed under my digital art and creative projects studio, Fractal Bouquet.

Vector+

  • Domain: art_asset
  • Sub-Domain: vector

A vector is a type of digital graphic that stays perfectly sharp at any size. Unlike images made of pixels, vectors are defined by shapes and math, which means they can be scaled up or down infinitely — from a tiny icon to a giant banner — without losing clarity.

Vector+ is my personal, ever-growing library of these kinds of graphics. It includes icons, symbols, layout elements, and visual motifs that I’ve developed over years of real design work across websites, interfaces, books, and visual systems. Rather than recreating common elements from scratch for every project, this library acts as a shared visual foundation.

Over time, Vector+ has become both an archive and a toolkit. Some elements are refined standards I return to often; others are experiments created for specific needs. Together, they form a consistent visual language — one that keeps designs clean, coherent, and intentional while still leaving room for creativity and variation across different projects.

This product is developed under my visual design and illustration work studio, Colors in the Sky.

Zbrush Environment

  • Domain: digital_content_creation
  • Sub-Domain: workspace

ZBrush Environment is my personal sculpting setup for Maxon ZBrush — a complete, ready-to-use workspace that reflects how I actually work day to day. It brings together my preferred brushes, insert meshes, materials, and lighting into a single, cohesive environment, so sculpting can begin immediately without technical setup getting in the way.

This environment is shaped by years of character and creature work across illustration, animation, and real-time projects. It emphasizes clean forms, controlled surface detail, and readable anatomy — the kind of sculpting that holds up whether the final result is a painted illustration, a game-ready asset, or a high-resolution hero model.

By standardizing the sculpting space itself, ZBrush Environment helps ensure consistency across projects. Every sculpt — from early concepts to finished production assets — starts from the same visual and tactile foundation, making it easier to maintain quality, style, and momentum throughout development.

This product is developed under my digital art and creative projects studio, Fractal Bouquet.