Programming, Shader Scripting
How long can you sustain life? Find three friends for this local co-op game to play as the last four living organisms fighting with you own life source as the only weapon. Players rely on a common life-force generator to sustain their electric charge to defend against robotic parasites.
While working on this game, I've covered several areas developing the camera system, a plug-in for Xbox controller support, most non-standard shaders, helped with some of the character rigging, various other gameplay scripts, and working on mobile controller support.
Tetrapulse by The Amiable
Modeling, Texturing, Rigging
Involuntary Runner is a technically demanding endless runner-style game with a twist! Jumping is automatic. Instead, control a man's four involuntary organ systems. Beat, breathe, eat, and fart your way across the sky!
On this team of five, I worked heavily with rigging and modeling. I did the modeling for our main runner character and rigged him before passing him to another member to texture and animate. Also, I created the HUD organs modeling, texturing, rigging, and animating them from start to finish. Early in the project, I developed some scripts for gameplay systems. Currently, I am optimizing scripts and assets for the mobile platform.
Rigging, Scripting shaders, Programming, Modeling
Funkify your Mundane Monday workplace in Groovy Tuesday! Lob musical plugmen in this 3rd person office-adventure. Depart on a spirit journey and feed your coworkers the funk they deserve. Download to play.
Within an 18 person development team, I shouldered most of the responsibilities of a technical artist. Creating most of the shaders and skeletal rigs of the various players, I worked closely between both the tech and art teams. I also tackled programming and modeling tasks whenever possible. I also quickly became a sort of Maya expert, and was able to give several members of the art team pointers on asset creation.
Quick and simple little game similar to Pong only instead of bouncing the ball back at your opponent, you are trying to get the ball into the hole in your paddle. As the game goes on more paddles spawn and more balls come into play making the game a crazy experience.
On this team of three, I programmed most of the game. I also implemented and designed the effects. Based on inspiration from this experimental animation.
Autodesk Maya, Adobe Photoshop, nDo, UDK
Project to learn the full asset pipeline from 3D software to engine. This level was done with two other students who focused on the smaller scale assets.
This bank robber was created for an animation. It's posed here in a couple turntables to demo the rig.
Bust of an elderly man done to solidify Maya to Mudbox pipeline and Mudbox skills.
I'm really excited to join a development team, and begin working on games and technology that are innovative and awe-inspiring. I enjoy working as a contributing member of a team, and am able to work autonomously. With a strong multidisciplinary background and abilities, I am able to creatively solve many challenges in art and engineering. My talent allow me to float between technical artist and engineering engineering roles, but I enjoy everything from tool and systems development to rigging and shaders to modeling and texturing.
Outside of games, I enjoy reading fantasy novels containing plenty of magic and swords; link-surfing through wikipedia (especially through pages on history and myths); and getting outside to ride a bicycle or join a pick-up game of soccer.