- Worked with Unity and most all of its functions. Profiling
performance and debugging rendering on PS4.
- Worked with programmers to create tools for quickly
integrating character costumes.
- Coded custom Unity shaders with geometry manipulation,
stylistic expression of lightmaps, decals, grid UV
animation, etc.
- Optimized rendering performance of characters and levels.
- Worked with artists to discover optimal asset creation
workflow.
- Created animation rigs for the "Hand" character and a few of
the weapons.
- Designed the level (Mt. Killmore).
- Created almost all particle effects.
- Created a workflow for warping wide angle live-action camera footage
to suit the texture mapping of spherical geometry to make a
video environment.
- Created many level-based gameplay "gags", and almost all of
the tutorial level interactivity via a Unity plugin called Play
Maker.
- The below video shows the live-action footage as it appears in
game, followed by the tutorial level, and then a match on the
level that I designed, Mt. Killmore.
UI Artist / Programmer on "Sorcery" (PS3)
- Created inventory UI and main menu with supplied graphics in Adobe
Flash (now Adobe Animate).
- Displayed dynamically structured images of items in a grid
layout.
- Handled controller input.
- Worked with lead programmer to create functions in
ActionScript that
communicated with UnrealEngine 3 via ScaleForm.
Particle Effects on "PlayStation All-Stars Battle Royale" (PS3)
- Worked with level designers and referenced original games to
re-create effects in the correct style.
-
Adapted to unique particle effect creation workflow in the Bluepoint Engine.
- Created particle effects for the levels shown
below.
Stowaways
Dojo
Franzea
Invasion
Dreamscape
San Francisco
Paris
Columbia
3D Artist / Programmer on "PlayStation Home" (PS3)
- Integrated furniture items and character clothing items.
- Created thumbnail images, collision, and entered supplied
localized text.
- Modified outsource art to ensure items fell within memory and
polygon budgets.
- Programmed complex behaviors into some items with Lua Script,
including networking and player camera control.
- Created particle effects with code driven parameters.
- Created diverse UV scrolling effects using UV layouts on
geometry and / or texture grid animation.
- Created furniture items from scratch, some pictured below.
Personal Projects
Unreal Engine 4 - Ramp Maker
- Tool for connecting walls to floors with a curved ramp. Procedural mesh generated with collision, manipulated with
spline controls and an array of "ramp points".
Unreal Engine 4 - Particle Effects
Unreal Engine 4 - Custom Vehicle Suspension
- My own take on vehicle suspension instead of using Unreal's
built-in vehicle.
Unreal Engine 4 - Project Spline on to Terrain as Procedural Mesh
Road
- Procedural mesh road creates below path of
a spline. The mesh has an elevation parameter to lift the
geometry and avoid clipping
through the terrain.
Unreal Engine 4 - Triplanar Grid Material
- Used dot product operations to create a triplanar mask for a
grid generated from world coordinates.
Unreal Engine 4 - Recover Decal Capability After Disabling
Pre-Pass
- Teams working with Unreal Engine 4 may sacrifice decal
functionality in order to disable the pre-pass and increase
performance. This is a way to restore decals without having to
re-enable the pre-pass. Static mesh is a cube with inward
normals, material has depth test disabled. This will work with
instanced static meshes with some edits.
Unity Mobile Game
- Created in Unity using C# programming and the Android SDK.
Paintings, Acrylic on Canvas
Engagement / Wedding Rings
About
Technical Artist / Generalist in the San Diego area.