First Steps with Hands at Meta Inc.
- Using Epic Games’ Unreal Engine, I was part of a prototyping team which leveraged the First Steps with Hands tutorial project to test out use cases for tracked hands. Adding hand pose based throwing to a paper airplane, target hand poses for grabbing, a shooting gallery and tracked hands to dancing. My role was to optimize the game to give us overhead which could be used for computing hand tracking. To do this I reworked the spherical harmonics equation used for scene lighting. Create a boutique material to communicate finger states. Maintaining visibility on project performance on through profiling and finding opportunities to improve frame rate on the Quest 2 headset. The project is available on AppLab with nearly 20,000 downloads and 4 stars.
Horizon Worlds at Meta Inc.
- Using Unity I created custom VFX to assist designers in creating impactful prototypes which helped exhibit the capabilities of the social VR game engine.
- I held VR classroom time teaching the VR scripting system to the other Technical Artists. This enabled the Technical Arts to leverage their scripting expertise to assist designers in creating more complex, optimized, reliable mini games.
Super Nintendo World at The Third Floor for Universal & Nintendo
- Mario Bowser Jr’s Castle
- The effects used on the characters to convert them to shadow are my creation. The shadow effect doesn’t just flatten the character, it their unique features. Such as eyes or character details. Maintaining recognizable features on the question mark boxes, bullet bills and Bowser Jr. required iterating using feedback from Universal and Nintendo on how to best communicate their forms and respect each design.
- The rainbow effect on the wall is painted into place using a mark which is dynamically created from particles at runtime. This is a key effect for Bowser Jr’s punk aesthetic which transforms the shadow versions of creatures back to full volume.
Ride Intro UI
- Using Unity I setup a modular UI for the Ride Intro knowing that there was additional finessing required during ride install. The system I created allowed for high level control of each kart UI element. This ensured that the final version could be modified and iterated on quickly without the need to rework the UI or scripts.
Mario Kart XR Ride
- Created VFX, including the full view scene transition cloud tunnel
- Sequenced the intro 2D character sprites in AR on the walls
- Optimized effects while maintaining identical visuals.
- Scripting to allow for interactions and to help production audit assets created or updated week to week. Which streamlined communication with our studio partners.
- For the Virtual Paintings in the Ghost House segment I assembled the animations to create the virtual world paintings. In addition adding lighting, vfx and coordinating with the ride timing to create the illusion of depth and bring the paintings to life.
Archangel at VRPlayhouse for Skydance Interactive
- Collaborated with a small team and a remote partner to develop an Unreal material for HUD playback. Leveraging Houdini, we created high-quality visuals for the UI, incorporating character animations with depth to enhance the science fiction feel.
- Designed a glitchy screen effect for communication screens, adding a creative touch that also fulfilled a functional requirement, taking this element of the project to the next level.