Play it on itch.io: https://sapphirux-studio.itch.io/black-box


My Contribution

As a 3D Artist and Material Artist, I helped build the game’s visual identity, from modeling the prop to the final surface shading:

3D asset creation: Modeled environment and props for the city that help shape the cyberpunk setting.

Materials & shaders: Developed the materials that give the game its look, including worn leather, weathered metal, painted surfaces and emissive neon, balancing visual quality with real-time performance.

Lighting-ready assets: Prepared assets to read well under the game’s high contrast neon lighting, where emissive details and reflective surfaces carry a lot of the mood.

Collaboration with concept art: Translated 2D concept designs into production ready 3D models while staying faithful to the art direction.

Cross discipline teamwork: Worked alongside programmers, concept artists and designers in an indie pipeline where every role overlaps.







Black Box

A Cyberpunk Survival Shooter My Role: 3D Artist & Material Artist Studio: Sapphirux Games Studio (indie) Platform: Windows (PC) Showcased at: Concomic Guadalajara (May 2024) & Pixelatl Festival VMX Videogame Showroom (September 2024) Overview: Black Box is a cyberpunk survival shooter in which the player fights waves of mercenaries through a neon drenched cityscape. The story follows a young woman with post traumatic amnesia, and the world itself is a visual metaphor for her fractured mind. Combat adds scanner and “Phantom Mode” mechanics to the survival loop. It was the debut title of Sapphirux Games Studio, a newly formed independent team in Guadalajara, Mexico. We built it from scratch and took it to the public within months. Highlights & Recognition: Selected for the Pixelatl Festival VMX Videogame Showroom (2024), one of only six projects chosen to exhibit in Guadalajara. The director was invited to speak on the VMX panel “New Generation of Videogames”, sharing Behind the scenes insights on how the project was developed. Exhibited at Concomic GDL, the studio’s first public appearance as an indie developer. Playtested live by festival attendees, whose feedback helped guide the project’s development. Recognized by IGDA Mexico Sur for the quality of the work. Tools & Skills: Blender, ZBrush, Substance Painter, Unreal Engine, PBR Texturing, Material Authoring, Hard Surface Modeling, And Environment Art Takeaway: Black Box taught me what it takes to ship a game: working under tight deadlines, building assets that hold up in real time, and presenting work to the public. It also showed me how much a strong material pipeline can do for the atmosphere of a game world. Event Support: Photography & Video: Beyond my work as a 3D and material artist, I also supported the studio’s presence at public events by helping with photography and video documentation of our presentations, showcases and talks. I helped capture footage of live gameplay sessions, the booth, and the panel “New Generation of Videogames.” Several of these photos and videos were published on the studio’s social media channels to share the project with the community and keep our audience updated on the game’s progress. This gave me firsthand experience in presenting a product to the public and communicating a project’s story visually, beyond the production pipeline.

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