Personal Work


 

Unity HD Render Pipeline Tech Demos

An exploration of Unity’s HDRP that was originally released in 2018.2.x as a preview package. I also explored new prototyping tools like Pro Builder to explore the viability of using these new tools in production at Schell Games

My role on the project

I built a number of custom scenes to test different lighting and rendering techniques in Unity. Multiple lighting set ups, emissive textures, parallax, new post process options, and so much more. This work ultimately led to my involvement with a Schell Game art pitch deck.

 

Platform and technologies

Unity 3D, Render pipelines, texturing, post process, lighting, shaders, Maya, Pro Builder

Links for reference

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Urban Tank

Exploration of a Sci-Fi urban tank. The project was for a hard surface class in school where we were tasked with creating and modeling a unique hard surface model using Maya or 3Ds Max.

My role on the project

I designed, modeled, and textured this model using Maya, Substance Painter, and Designer.

I rendered the project in engine using Unreal Engine

 

Platform and technologies

Unreal Engine, Maya, Substance Painter, Substance Designer, Photoshop

Links for reference

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Global Game Jam (Various Projects)

Using a standard theme as guidance, conceptualize, prototype, and build a playable game in under 48 hours. Global Game Jam is a global jam made up of hundreds of sites and thousands of developers. Everyone gets the same theme to start the weekend. Then teams or individuals set out to make the most compelling game they can that follows the theme by the end of the weekend.

My role on the project

Since my day job is as a Gameplay Engineer, I generally take on the tech tasks of the project. However my art background often has me creating 3D models and supporting the Art team in engine integration or asset creation.

 

Platform and technologies

Project dependent but, generally standard Game Dev creation tools such as Unity, Unreal, Maya, Photoshop, Substance Suite, and more

 
 

Dystopian Station

This was a test of modularity and texture memory usage inside of Unreal Engine. All assets in the scene are materialized using only 5 different materials in the engine. This cuts down on draw calls, ram memory usage, and dramatically increases performance.

My role on the project

I built this project for my portfolio class in school. The goal for myself was to use repeatable props with shared texture sheets for the most optimized scene possible. With the exception of the graffiti, posters, and building backdrops. Every texture, model, material, and “propulation” was done by yours truly. Below you can see some process steps, including an exploded view of the modular prop assets and their materials.

 

Platform and technologies

Unreal Engine, Maya, Substance Painter, Substance Designer, Photoshop

Links for reference

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Interactive Apartment Demo

This was a portfolio project of mine in school. The goal I set out for myself was to use code to build a fully interactive apartment demo. I tried to add as many customizable options as I could with the time I had. The walls, floors, rugs, paintings, backslashes, window shades, tv, and more were all intractable.

My role on the project

I built dozens of props, materials, textures, and scripts to build this modern apartment demo. I built all of my models in Maya and imported them into Unreal Engine. This was my first attempt at lighting dynamic scenes with variable properties. I was particular proud of the way the light in the room adapted to the shades being up/down, and whether the tv was on or off. The lighting was baked however for performance so I found unique tricks using post processing, alternative maps, and more to accomplish a truly dynamic demo. I also added a working music player with spatialized audio for a little flair and ambience as you walked through the apartment. (Toggle-able of course)

 

Platform and technologies

Unreal Engine, Maya, Substance Painter, Substance Designer, Photoshop, Blueprints, C++

Links for reference

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HomeTags

Mobile app that allows you to control your smart home by triggering scenes at the tap of an NFC sticker. You can buy a dozen stickers for less than $10 and use them as smart light switches throughout your home.

My role on the project

Integration of the HomeKit, CoreNFC, and other Apple API’s into the app. I used Xcode to develop the interface and program all user interactions. I designed the UX from view animations to custom icons and everything in between.

 

Platform and technologies

Xcode, iOS, NFC, HomeKit, Swift

Links for reference

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