Thanks for looking. Since 2015, I've been working at Samsung Research of America as a Technical Artist in Mountain View, California. For the first two years at Samsung, I was prototyping user experience applications in GVRF (Gear VR Framework) and Unity on VR and AR related projects. Then I moved onto Samsung's AREMoji, working with the technology developed by the talented and smart people at Deep Motion. Here is a link to my Resume. Learn more about me here.
Below you'll find projects I found enjoyable to contribute to as a Lead Artist, Technical Artist, 3d Artist, Animator, Rigger and 8-bit pixel artist. Check out some of the other games I worked on here.
More content is on the way. Thank you for your patience.
Work Experience
DOKI DOKI UNIVERSE (2011-2013)
Technical Artist
Doki Doki Universe is an independent video game created by HumaNature Studios,a studio founded by Greg Johnson. Doki Doki Universe was published by Sony Computer Entertainment and is available on the Playstation Vita, Playstation 3 and Playstation 4 game consoles. The Doki Doki Universe art style and characters were originally created by I-wei Huwang.
Contributions to Development
- Authored custom Maya tools for rigging, and batch processing pre-existing 3d art and animation to PhyreEngine.
- Optimized 3d backgrounds, characters, and animation to be compatible with cross platform development on multiple hardware targets, Playstation Vita, PS3, and PS4.
- Managed and tracked external art assets from outsource group, then tested and integrated these assets into the main repository.
- Processed 3d character assets of all types of classes with shared skeletons.
- Developed early prototypes in Unity Engine.
- Developed a web unity character animation previewer to review and select animations via a web browser interface.
Above is a movie of the ERT level with several animated characters. I worked with the incredibly talented character artist, Steph Laberis, translating her illustrations into this 3d movie to help visualize how the game might look on Sony's console systems. This movie was created early development. The background models were created and rendered in Modo.
Oddmobb (2009-2011)
Art Lead/Technical Art Director
I joined Oddmobb in the early stages of the company when we were a small group working out of our home offices. Together we developed a media sharing product by which users experience watching movies, youtube videos, and playing casual games as real time 3d avatars in a 3d scene, or via a browser. Oddmobb successfully received first round funding from a top ranked Venture Capital. The company was renamed to Xmobb, and the team moved to an office space in Berkeley, California.
Contributions to Development
- Authored game event scripts to trigger various game states such as particles, lighting, materials and projectiles.
- Created 3d environments, characters, rigs, textures, and animation.
- Developed front end user interface with PHP, CSS and Awesomium.
- Worked closely with external artists and out sourced art assets, merged the external art svn repository into main svn development branch.
Death Jr (2006-2008)
Technical Artist
Death Jr., Root of Evil is a game for the Nintendo Wii. I was tasked to model, skin, rig and animate characters used in game and for prerendered cinematics. I also had the opportunity to work with other artists on the team to render marketing materials used to promote the game in Play Magazine and at GDC. I wrote Maya tools for creating facial animation, generate auto rig IK systems, and instantiate material networks in the Hypershade. Some of these scripts found there way to be included in the Reaper Engine, Backbone's proprietary game engine used to develop games on various console systems, such as WII, PSP, PS3.
Contributions to development
- Developed and maintained a Maya shader creation utility mel script.
- Developed custom Maya character rigs used for facial animation and multi limbed game assets.
- Modeled, uv’d, textured, skinned,and animated characters for real time and pre rendered movies.
- Provided marketing materials for magazines and websites.
SimPark and SimSafari ( 1996-1998 )
Pixel Pusher
I animated 8-bit (256 color) orthographic animals and humans for the educational games SimPark and SimSafari by Maxis.