Apple WWDC 2024 Presentation
For Apple’s World Wide Developer’s Conference I was invited to share my knowledge of environment creation and optimization with developers for Apple Vision Pro. This involved creating the entire presentation (text & slides) as well as all of the 3D content myself over the course of less than six weeks. The goal of the presentation is to distill almost seven years of knowledge I’ve gained while working on Vision Pro.
Personal Work: Clone Wars UE4 Shot Recreation
UE4 recreation of a shot from the 2003 Clone Wars (2D) series. The goal was to create a full character asset at AAA quality, including modeling, rigging, and texturing, as well as cloth simulation (Marvelous Designer). Custom rain drop/drip shaders were also created.
Sideshow Collectibles: Licensed Collectible Statues - Art Direction & Design
Art Direction and design for collectibles. In addition to generating feedback and guides for sculptors and painters I also helped develop new IPs as well as working with established licenses like DC, Marvel, and Star Wars.
Microsoft: Hololens - 3D, Concept, & Technical Art
In working on Microsoft Hololens my main duties were to create performant 3D assets. However the incredibly restrictive power budget meant a large amount of technical problem solving was also required. Most assets had a maximum of two texture lookups per pixel and no lighting. In most cases lighting information would come from an IBL, leaving only a single texture for surface details.
Airtight Games: Quantum Conundrum - Concept & Environment Art
Concept and Environment Art for Quantum Conundrum, a first person-puzzle game where the player could ‘shift’ between dimensions. My primary duties were to establish the overall look of the environment as well as define the look of the different dimensions. The different dimensions gave objects unique physical properties but had be created using only lighting and texture change (no model/silhouette swaps were feasible).
Airtight Games: Game Pitches - Concept Art & Design
Various piece of Concept Art made for Airtight Games to aid in game pitches to publishers. These images represent a small portion of what was generated as often a single pitch would need multiple concept images, design diagrams, storyboards, and logo treatments.