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
This is a real-time previs of the first part of a cutscene.
The primary goal is working through the challenges of composing an 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.
Role: Project Lead
Letter Battle was our company's first fully self funded and self published title. The premise is basically a JRPG where spelling is the main battle mechanic.
In addition to acting as the project lead/ project manager, I handled a variety of other tasks including: championing the proposal, writing the script & all the game design documentation, casting, voice acting, recording & editing all audio, creating the trailers & marketing materials and various art tasks.
Letter Battle was nominated by App Circus for the Best In Apps award at ADC/ GDC Next.
™ & © 2016 1st Playable Productions, LLC
ZBrush sculpt of one of my all time favorite sculptures.
Low-poly videogame props. Diffuse/ normal/ spec maps, under 1,000 tris.
ZBrush, 3DS Max, Photoshop, xNormal.
Realtime game character. 12k tris, diffuse/ normal/ spec maps.
3DS Max, Mudbox, Photoshop, xNormal, Crazybump.
Various works: Oil on canvas, gauche & life drawing.
Santa Claus was the first game to ship on the Nintendo Wii that used the Unity Engine. During production we were in constant communication with the Unity Dev team as they developed the Wii version of the engine. As Lead Artist on the project I oversaw the art schedule and art production pipeline in addition to creating much of the environment art and directing the cutscenes. This was also the first Wii title developed by our company.
Developed by 1st Playable Productions
Published by Red Wagon Games
Licensed by Classic Media™
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