Software: Maya
Code: Python
Challenge
Player Packs are in app purchases in Vegas Infinite. They often contained themed content like props, avatar apparel and chips. The process to launch a new Player Pack in the Vegas Infinite store required a lot of tedious steps. Including, sourcing the art, creating the preview images and texture assets, rigging/animation, Unity front-end code integration and back-end setup (all steps I was responsible for). This whole process often took 1.5 days or longer, depending on the pack’s content or number of packs launching at the same time. Adding to the problem, packs were often a last minute requirement before a patch went out.
Solution
I developed this tool to quickly cut down on the more time consuming aspects of the Player Pack production. In one click, the tool generates the production ready rig including animation. This process used to take a few hours now only takes a few seconds.
What Does The Tool Do?
1) Create joints for all selected mesh objects
2) Merges mesh and skin cluster groups
3) Parent joints to a root joint
4) Adds key frame animations to joints
5) Renames joints and combines mesh
6) Clears construction history
This is how the tool works in Maya.
Tool written in Python
Key frames on the time line are offset based on selection order.
I spent nearly four years working at LuckyVR as a Technical Artist. During my time at the company I wore many hats and was involved in coordinating with teams on a multitude of projects. Some of my responsibilities included but were not limited to the following:
1) Designing and integrating game features (full front-end development)
2) Tool and pipeline development
3) Rigging and animation (prop, apparel and interactions)
4) Optimization and performance monitoring (Unity Profiler, RenderDoc)
5) Coordinating and managing front-end system pipelines
6) Solving graphical issues on PC, Android and PlayStation platforms
This page contains a collection of work over the last four years on the Vegas Infinite - PokerStars VR project.
Casino Suite - Suite TV feature. These are some wire frames I created to help define the UX/UI for this feature.
Early UI mock up of Suite Guest and Leaderboard features on the Suite TV
Leaderboard update animation - Suite TV, including leaderboard, follows MVC design pattern.
After Effects animation for Storm Goddess slot machine background
Quick concepting for Casino One Home panel and Roulette Table panels.
Roulette Table Menu - Buy In to Settings panel transition.
Early concepting of the Slots Companion console.
Animated cues show slot game progress, signaling when a player is spinning, winning, winning big, or hitting the jackpot.
This player was kind enough to open his Slots Companion so I could capture this video.
Project
Platform: Windows Surface Pro
Software: Maya, Unity, Vuforia, Illustrator
Don Mills AR was a project that I developed for the Urban Land Institute conference in Washington DC. IBI was hosting an event at the Samsung Solution Center during the conference to showcase some of their Design Technology initiatives to guests. At the time, we did not have any augmented reality examples to speak towards the tech pivot that the company had announced earlier that year. After speaking with the Physical Model team, we decided to combine AR technology with one of their models. The idea was to use the Science Center Station building model as a base and project AR information of the aboveground context and below ground subway structure.
What I did
I not only lead this project from beginning to delivery, this was the first project that I was the sole developer on. Programming all of the interactions, UI functionality, writing shaders to achieve certain looks and more. I was also involved in optimizing the existing model to perform efficiently on a mobile device, implementing art assets and animations.
Challenges
My main challenge was selecting the right AR tracking solution to ensure precise alignment with the physical model while considering real-world environmental factors.
Solution
Due to the time and budget constraints, the model makers and I decided that an additional foam core base with a tracking image would be the best option. I also planned the experience to be viewed from a limited angle. This ensured that the key tracking portion of the foam core addition was always in view and that the model wouldn’t occlude these features. This solution also worked well given the spatial constraints at the venue, where is was to be presented to guests.
Project
Platform: Oculus Rift
Software: Maya, Unity, Photoshop, After Effects
Insidious 3 combined 4D effects to create a terrifying VR experience to engage the fans of the Insidious franchise. Users walked into a trailer and into one of four rooms. As the experience played, 4D elements (rumble chairs, cold air blasts) would add a chilling effect to the user's virtual experience.
What I did
Insidious 3 VR was the first major VR project I had worked on. I was the main CG Artist for the project and it was up to me to design the VR scene itself. Based on the reference supplied by the clients, I constructed the scene layout and helped to plan the main points of focus and scares.
Project
Platform: Android
Software: Unity, Maya, Photoshop
Athlon AR was a concept project for Athlon's re-branding. To complement their skills in merging design and technology, they were looking for an augmented reality piece that would represent their core values.
What I did
I was responsible for modeling, rigging, animation, AR setup and integration.
Project
Platform: Samsung Gear VR, OptiTrack Motion Capture System
Software: Unity, Maya, Photoshop, Motive
Robot Wars is a two player, room-scale, VR experience for the Gear VR. The players piloted giant robots and would battle in the middle of a futuristic city. Gaining points by hitting their opponent with as many buildings as they could throw within the time limit. This game was featured at Consumer Electronics Show (CES), Mobile World Congress (MWC) in Barcelona and is a permanent feature at Samsung’s 837 Experience Center in Manhattan.
What I did
I was primarily in charge of the 3D assets and the visual look of the game. Modeling, texturing and lighting a seemingly endless cyberpunk city. I was also responsible for setting up the OptiTrack motion capture system which tracked the player's movement within the play space.
Optimizing with common techniques and mobile shaders, I condensed the cyberpunk city to under 25 draw calls, achieving nearly 60 FPS on a Samsung Galaxy device.
Project
Platform: Oculus Rift, OptiTrack
Software: Maya, Unity, Motive, Photoshop
IEEE (Institute of Electrical and Electronics Engineers) Universe Experience was a multiplayer, room scale, free roam VR museum. Showcasing 3 pieces of technology that IEEE and its members had helped influence and advance. Users would interact with real-world artifacts which would then change their virtual world. Narration would then educate the user about IEEE's contribution to the development of the technology.
What I did
My primary role on this project was design and development of all game environments and assets. This included the interactable objects, both digital and 3D printed. I was also responsible for the OptiTrack setup regarding the physicals game props.
IEEE booth at CES.
Game objects were 3D printed and fixed with rigid bodies for OptiTrack cameras.
Project
Platform: Oculus Rift, Vive, Samsung Gear VR
Software: Cinema 4D, Maya, After Effects, Illustrator, Photoshop
General Electric Dali Windfarm VR documentary was GE's vision to showcase their wind farm project in Dali, China. This documentary showcased GE's new turbine technology as well as the environmental and economic benefits brought to the region. The documentary was comprised of stereoscopic live action, drone, and computer graphic footage.
What I did
I was the lead CG Artist on this project. My responsibilities included art direction, look dev, modeling, rigging, animation and compositing.
Like many technical artists, I started my career in animation. In my case, I was a 2D character animator in broadcast for a number of years. I have credits on several shows, including multiple seasons of Total Drama Island, Jimmy Two Shoes, Grojband, and The Dating Guy.