Environment created with Unreal Engine 5. Primarily constructed using Megascans assets for props/ foliage. Houses are built from modular pieces. Camera animations created with Cine-Cams and Unreal Sequencer.
Proud to be part of this once in a lifetime collaboration with Radiohead and Epic Games in celebration of the 20 year anniversary of Kid A and Amnesiac.
PC/ Mac & PS5.
Role: Associate Producer & Art Generalist
Contributions include: setting up character state machines, populating the world with NPCs, defining their behavior and helping guide their artistic direction.
Additionally I handled a variety of Unreal generalist environment art tasks and bug fixes.
PBR game asset created from Simon Fuch’s hard surface training course.
28,600 triangles.
Maya, ZBrush, Substance Painter, Marmoset
One portion of Intel's CES Keynote Pre-Show featured fully reactive AI avatars that used Movidius technology to play along with a live musician in real time.
My team was responsible for creating the 3D avatars that interpreted this note data and then used procedural animation and effects to simulate a digital, live jam session.
Neural VFX would be triggered when Avatars were 'hearing' and playing notes, their hands strummed and moved along the frets to play the proper notes and their heads could look toward other performers all procedurally.
My responsibilities included: Skinning the characters, UV unwrapping, setting up character VFX, creating the hair, creating the guitar and bass models, Unity integration.
Software: Maya, Unity, ZBrush, Max MSP, Touch Designer
Clients: Intel, Clarity Creative
Copyright © 2018 Intel
At Saltyverse, I managed the art pipeline for our project featuring comical videogame races. I was tasked with creating an exciting 2 minute sizzle video that would give an example of what the experience was like, along with showcasing the style and tone of our product.
I took our premade characters, animations and environment assets and composed them all into an animated scene using Unity. I plotted the characters out along the track, then added in VFX, attacks and designed custom events to spice things up and showcase what a typical race might look like in this world.
I created storyboards to plan out exactly what shots we wanted and set up over 40 cameras to capture as many fun moments as possible. Lastly, I took the footage, added some motion graphics and edited it down to 2 minutes to trim the fat and get our ideas across as efficiently as possible.
Software: Maya, Unity Timeline + Cinemachine, After Effects, final edit in Premiere Pro
This is a real-time previs of the first part of a cutscene.
The primary goal is working through the challenges of composing a comical action scene in a real-time game engine. Shot composition, camera/ lens setup, staging, coordinating action, scene flow and editing are the main areas of focus.
All models, animation and audio are placeholder.
Created in 3DS Max and Unity Timeline + Cinemachine.
Personal project.
At Saltyverse I was responsible for designing and implementing a number of gameplay events. Each race had an intro and outro event that would change depending on the number of racers. I also created special surprise events that would occur during races. This work included everything from storyboarding, to choreographing character animations, to authoring cameras and VFX.
I also spearheaded a number of improvements to our project’s animation system. These included rebuilding the animation state machine to support layered character animations, incorporating IK systems into our product and polishing/ fixing many animations that were authored or imported incorrectly.
ZBrush sculpt of one of my all time favorite sculptures.
Personal project.
At Saltyverse, I was tasked with re-doing the existing lighting solution for the Island environment and it’s multiple times of day.
The biggest change was creating proper GI bakes using Unity’s Realtime GI system to give the scene an overall more cohesive look. I optimized the UV charts and cluster resolution for static objects. Light probes were placed where needed so the actors in the scene received GI information, making them visually match more closely with the environment’s color scheme.
I also adjusted the primary light angle to be appealing for each time of day and made sure our characters weren’t receiving any harsh shadows. Lastly, I authored Post-Processing profiles for each lighting setup to push the lighting and colors even further for dramatic effect and to give each time of day a distinct mood.
The ‘OLD’ & ‘NEW’ comparisons show what the scenes looked like before and after my changes.
Various works: Oil on canvas, gauche & life drawing.
In addition to my professional work, I volunteered with Shenendehowa High School's FIRST Robotics Team 20 in Clifton Park, NY where I mentored the Animation Team. I taught the students everything from modeling, texturing & animation to scriptwriting, storyboarding and filmmaking basics.
Typically I tried to let the kids do as much as possible on their own and then stepped in to handle things like rendering and editing. Luckily, they were incredibly talented, and all of our animations went on to win regional and national awards from FIRST.
3DS Max, Premiere Pro