Portfolio

Fallout 76 – Unreal Engine VFX

We used Unreal Engine 4 as a production renderer with our proprietary pipeline for this fun spot. I did the environment layout, lighting and helped with materials lookdev on the armor, bots, rocks and the excavator.

Here’s a clip of how my shots were constructed:

Here’s a link to the whole trailer:

Magic Projector – Dreamscape

I helped work on this immersive VR Dreamscape experience while at Method EXP. Using Unity, I helped with several effects, including the handheld torch behaviors, wall glyph heat glows and burnable spider webs. While creating the spider webs, I wrote a custom shader and painted the textures to allow them to burn when the torch collider touches the web collider.

For more information, click the link:

https://dreamscapeimmersive.com/

NBA App – Magic Leap One

With this AR project, I helped with lighting and developed shaders for the UI elements . I worked with the art director and game designer to build and set up the curved UI stats meters and also worked with the engineers to optimize all custom shaders to utilize stereo instancing for more efficient rendering.

Captured from Magic Leap headset.
Commercial found on YouTube.

For more information, click the link:

https://www.magicleap.com/news/product-updates/nba-app-launch

Justice League VR – Cyborg Experience

I developed the red health warning “vignette” system as well as the impact FX on the screen.

Justice League VR – Batman Experience

I was responsible for the enemy car AI and obstacle avoidance systems. I also created the FX for smashing into debris piles, assisted with the collisions for the walls and helped with the FX system for the Howitzer rounds.

Justice League VR – Superman Experience

I created a simple UI feature where you turn the wrong way and the system “blacks out” the view the further away you turn. A helpful direction indicator lights up to guide the user back towards the correct direction while the experience pauses. I also helped develop the parademon AI and animation triggering.

Justice League VR – Flash Experience

I developed the enemy “power surge” AI that races Flash with the goal of detonating a bomb at the end of the tunnel. To help keep a sense of urgency throughout the race, I created a “rubber banding” effect so it speeds up if you’re too far ahead, or backs off *slightly* if you’re too far behind. I worked with our game designer to make sure there were realtime controls and features for him to fine-tune the experience. You can see the yellowish enemy power surge racing along on the ceiling in the video.

I also did the waterfall and splash FX through the flooded tunnel section and I helped create the logic for the ambient electricity FX that surrounds Flash during normal speed.

Crayola Color Alive – Westfield Mall

While I was at Daqri, we developed this custom holiday project for Crayola and Westfield Malls. I developed all of the custom shaders, the FX, texturing and lighting.

Santa was set to arrive on December 25th, but this is now just a simple touch event on the snow globe to trigger it.

Snow sparkle, footprints and the Thomas Kincade-inspired lighting helped set this one apart from other AR experiences at the time.

Halloween Personal Project

After working on the Crayola Westfield project (shown above), there was three weeks left until October 31st . We decided we needed to make something cool for Halloween, probably the most visual holiday ever! So myself a few other friends got fired up to create this during during off-hours right up to the last day.

I modeled, textured and rigged the house, Jack O’ Lanterns, tombstones, created all custom shaders, custom lighting, animated lightning effects, window effects, door effects, footstep effects and wrote epitaphs for my friends that helped work on the project. Labor of love!

Crayola Color Alive

This was probably our biggest project at Daqri. In fact, this was the first augmented reality app on the App Store to break one million downloads!

I helped create the custom shaders to pickup the crayon coloring. I also created the effects and helped build many of the logic and triggering based on Daqri’s custom behavior system. I set up much of the animation systems and assured that everything had an easy path for implementation for our amazing engineers!

This video focuses on only a small handful of the many coloring books we produced, but we also worked on other popular IP’s like Minions, Disney’s Frozen, Marvel’s Avengers, Mattel’s Barbie and Monster High, Skylanders and others.

For more information, click the link:

https://www.crayola.com/splash/products/coloralive

Crayola Color Alive: Easy Animator

This was Crayola’s follow-up app that uses a pose-able toy mannequin to set the digital characters in poses along a timeline. When played back, the poses will be interpolated into smooth animation.

I helped create the custom shaders to pickup the crayon coloring and I worked with the design team to make the shaders more of a cel-shaded look. I also created the shaders for the digital mannequin (aptly named, “Manny”).

For more information, click the link and scroll to the bottom:

https://www.crayola.com/splash/products/coloralive

Air Hockey Game

Here’s a test I was given to make an air hockey game from scratch within a 30 hour time limit. It actually took about 35-40 hours, but it was because I was on again/off again with it (hey life happens) and kept losing momentum.

It was an interesting exercise and a reminder of how important it is to stay the course if one can help it.

I don’t consider this a polished game yet, but it’s very playable and gives the idea of what’s possible in a relatively short period of time. You might also notice the “A” and the “R” flashing cyan in the word “AIR” in the title screen. It’s because an AR version is in the works!

This was captured a while ago to show the full-featured, yet unpolished game.
First test of AR implementation without gameplay.