Collaborated with team to bid, design, and execute real-time visual effects for virtual reality content under tight production deadlines.
Leading role in developing Maestro, an award-winning system to manage and collaboratively review VR movie sequences.
Designed and implemented a collaborative workflow and source control solution for VR development in Unreal Engine 4 (UE4) using Perforce, AWS, and Jenkins for CI.
Streamlined studio workflow by writing artist-friendly pipeline tools to manage assets, projects, and custom UE4 engine versions.
Created highly optimized effects, shaders and scripts in Unity for an unnannounced cross-platform mobile VR project.
Prototyped and developed VR specific graphics applications such as portals and developed tools for asset creation in native VR.
Developed custom UE4 plugins to manage VR movie sequences in a constantly shifting production for easy playback, review, and final shipping infrastructure.
Designed and prototyped avatar and character creation features in Unity for an unnannounced project.
The Rose and I
Lead Technical Director
Designed and managed the technical infrastructure of the VR experience and the artist pipeline as Lead Technical Director.
Designed and integrated real time GPU particle effects and procedural geometry.
Fixed all bugs and technical issues including graphics, audio, animation, and interaction.
Allumette
FX Developer & Software Engineer
Designed and implemented real-time FX.
Developed UE4 level and interaction infrastructure, in-game UI interaction and game menus, asynchronous level transitioning, dynamic menu localization and experience subtitling in eight languages.
Implemented features and bugfixes in order to ship experience on Rift, SteamVR, and PSVR platforms.
Worked tightly with both PS4 and UE4 development teams to fix bleeding edge VR issues and optimize experience on the PSVR SDK in order to pass Sony TRC requirements in 4 different regions (US, Europe, Asia, China) and release as a launch title.
Arden's Wake
Senior Technical Artist
Created custom crowd simulation plugin in UE4 to simulate thousands of fish simultaneously in real-time.
Wrote a custom caching system and developed a pipeline for Houdini particle and rigid body simulation playback in real-time.