WORK

Damonie Young

Interactive Narrative Designer | Atlanta, GA
lifeisbreadllc@gmail.com

3D Doughnut

3D Doughnut is a photorealistic 3D model and studio render produced in Blender as a focused study in core 3D production fundamentals. While widely recognized as a foundational learning project in the 3D community, the goal was to treat it as a professional exercise in material fidelity, procedural texturing, and controlled lighting pushing beyond surface level results to achieve a render that demonstrates genuine technical understanding of light, subsurface scattering, and physical material behavior.

TOOLS, ENGINES & PIPELINES- Blender (subdivision surface modeling, sculpt detail passes) · Cycles Render Engine · Shader Node Editor (procedural glaze and dough material construction) · HDRI and studio lighting setup · post-process compositing in Blender's compositor.

INDIVIDUAL ROLE & CONTRIBUTION- Sole 3D artist. Responsible for all modeling stages (base mesh through subdivision), UV layout, shader and material construction, lighting design, and final rendered output. Approached as a technical benchmark exercise with intentional focus on production quality over speed.

RELEVANCE TO TARGET JOB ROLES-Demonstrates mastery of the core 3D asset creation pipeline modeling topology, UV layout, PBR-accurate material development, and render production. These skills are foundational to game art roles requiring asset creation, prop modeling, and integration into real-time engines such as Unreal Engine 5. Relevant to 3D Modeler, Game Asset Artist, and Technical Artist roles.


Blender Scene
Title: Cabin Trip

Cabin Trip is a fully realized 3D environment scene rendered in Blender, designed to explore environmental storytelling through spatial composition, naturalistic lighting, and material design. The project was driven by the goal of creating a sense of lived in warmth and isolation communicating a narrative through the environment alone, without characters or dialogue. Every element, from the placement of objects to the mood of the lighting, was intentional in service of that story.

TOOLS, ENGINES & PIPELINES- Blender (polygonal modeling, UV unwrapping, material/shader nodes) · Cycles Render Engine · HDRI lighting · Procedural and texture-based material workflow.

INDIVIDUAL ROLE & CONTRIBUTION- Sole creator across all production stages: concept and compositional planning, 3D modeling of all scene assets, UV layout, material and shader development, lighting setup, and final render output. No pre-made assets were used — every element was built from scratch.

RELEVANCE TO TARGET JOB ROLES- Demonstrates core 3D environment art skills directly applicable to game art and real-time production pipelines. Competencies include scene composition and spatial storytelling, asset creation workflow from block-out to final render, material and lighting design all foundational to Environment Artist and Level Designer roles in the game industry.

Title: Three Book Series

Three Book Series is a graphic design project consisting of cohesive cover designs for a three-volume series. The central design challenge was maintaining a strong, recognizable visual identity across all three covers while differentiating each volume through typographic variation and color. The project required solving for both individual impact and series coherence a common problem in publishing, game franchises, and branded content systems.

TOOLS, ENGINES & PIPELINES- Adobe Photoshop · Adobe Illustrator · Custom typography layout · Color theory and branding systems application

INDIVIDUAL ROLE & CONTRIBUTION- Sole designer across all three covers. Responsible for concept development, layout and composition, typography selection and hierarchy, color system design, and final production-ready output.

RELEVANCE TO TARGET JOB ROLES-Demonstrates visual communication skills critical to game UI/UX design, marketing material production, and brand identity systems. The ability to maintain visual consistency across multiple pieces while managing variation is directly applicable to UI design systems, in-game menus, HUD design, and franchise asset libraries. Relevant to UI/UX Designer, Game Graphic Designer, and Art Director roles.

Graphic design

Title: Life is Bread the Cartoon

Life is Bread the Cartoon is an original animated short developed under the Life Is Bread LLC creative brand. The project began as a character driven concept and evolved into a produced animation, exploring how personality and emotion can be communicated through motion, timing, and visual design. The cartoon serves as the first animated expression of the Life Is Bread universe.

TOOLS, ENGINES & PIPELINES- Adobe Animate · Adobe Photoshop (character asset preparation) · Adobe Premiere Pro (edit and export pipeline) · Original character and background design developed in Procreate

INDIVIDUAL ROLE & CONTRIBUTION- Creator, character designer, animator, and director. Responsible for all aspects of production: IP concept and world-building, character design and model sheets, frame-by-frame animation, scene composition, and final edit. This is an independent, self-directed creative work.

RELEVANCE TO TARGET JOB ROLES- Demonstrates ability to develop and execute original IP from concept to finished product a valued skill in narrative design, indie game development, and transmedia production. Animation and timing knowledge translates directly to cinematic sequences, cutscenes, and character behavior systems in game pipelines. Relevant to Narrative Designer, Cinematic Designer, and Creative Director roles.


2D animation

2D Art

Title: Illusion Fox

Illusion Fox is an original digital illustration featuring a stylized character design that plays with visual perception and surrealist composition. The piece was created to challenge conventional character presentation using color, line weight, and negative space to create layered meaning within a single image. The fox serves as a recurring symbolic character within the broader Life Is Bread creative universe, representing duality and hidden depth.

TOOLS, ENGINES & PIPELINES- Procreate · Adobe Photoshop · Digital illustration and color theory workflow · Stylized character design methodology

INDIVIDUAL ROLE & CONTRIBUTION- Sole concept artist and illustrator. Responsible for character concept, visual development, composition, color palette, and final rendering. All design decisions — from linework style to symbolic visual choices — were self-directed.

RELEVANCE TO TARGET JOB ROLES- Demonstrates stylized character design and concept art skills applicable to game development pipelines. Character concept art, visual development, and the ability to communicate personality and story through a single illustration are directly relevant to Concept Artist, Character Designer, and Narrative Designer roles. The surrealist influence also speaks to art direction sensibility.

Soccer Rules Explained (wip)

Soccer Rules Explained is an interactive information design project created to communicate the foundational rules of soccer to a general audience through clear visual hierarchy, structured layout, and intuitive information architecture. The project treats ruleset explanation not as a text document but as a designed experience using visual language, iconography, and spatial organization to make complex officiating rules immediately scannable and comprehensible. The goal was to demonstrate that information design, when executed well, functions as a form of UX design: reducing cognitive load and guiding the viewer through content with purpose.

TOOLS, ENGINES & PIPELINES- Adobe Podcast Studio (voiceover recording and audio production) · Adobe Premiere Pro (edit and export pipeline) · Adobe Photoshop (slide design and visual layout) · Typography and layout composition for instructional media · Color theory and visual identity system development

RELEVANCE TO TARGET JOB ROLES- Demonstrates UI/UX design thinking and information architecture skills directly applicable to game development specifically HUD design, tutorial system design, in game UI, and onboarding experience design. The ability to translate complex rule systems into intuitive visual and verbal communication is a core competency for Game UI Designer, UX Designer, and Narrative Designer roles. The voiceover and scripting work also speaks to narrative communication skills relevant to game writing and cinematic design pipelines.

CONTACT