Facial Mocap

Helmets I designed to work with Iphone and Unreal Live Link One has a bicycle helmet as the base and the other uses wrestling headgear. Both have counterweights at the back to balance the weight on the front. Aluminum and carbon fiber rods were used to lower the...

Hellgate London Work Summary

I worked at Flagship Studios on Hellgate London as a technical artist. I specified, evaluated, processed, and supported weapon, monster, and item assets created by external art contractors. To aid in these tasks I created tools that tracked, processed, and exported...

All Star Baseball Post

On this franchise I eventually made my way up to Assistant Lead Artist. I established lighting and environmental enhancements that set the games graphics well above the previous version, as well as our competitors. I mentored the environment artists and worked with...

Vexx Post

Vexx was my first platformer game project to work on, as well as my first introduction into doing particle effects. Two particle effects artists ended up on maternity leave near the same time and they needed someone to create effects and optimize existing ones. Sarma...

Unannounced Title at Ascendant

Facial rigging and facial animation tools, real-time cloth and dynamics setup on characters using nvCloth and Chaos, post animation blueprints for dynamics, lod automation, modularity, and general character asset setup in Unreal...