Real-Time VFX

Real-Time VFX Reel


One-Week Visual FX and Technical Shader Art Test

This is project I built in Unreal 4 for a one week Visual FX and Shader Technical Artist test. It features an advanced shader using flow maps and various function nodes, as well as Vector Fields exported from Maya to drive Unreal GPU particles. 


R&D, MEL Scripting and Implementation: FaceShift to Unity Pipeline Tool

In order to create a room full of talking characters with a very small team, we decided to implement generated characters from the Autodesk Character Generator and use the existing phoneme blendshapes to create a new set of blendshapes for use with FaceShift. I wrote a small tool to help convert the existing blendshapes to the required set for FaceShift, clean up the old set, check the new set and even batch process characters. Here is my R&D and implementation with FaceShift into our Maya-Unity pipeline which allowed us to get characters talking in engine with a few button clicks.


Unity3D FX, Environment and Lighting

For these scenes, I created three panoramic skybox environments, using Maya fluids, to light and reflect the scene. I also use created FX such as particle contrails, heat distortion, and multi-layered clouds using Maya fluids and Unity's native Shuriken particle system. Finally, I set up camera FX, and scripted a strobe effect for the lights.


Immersive VR Restaurant - Duration: 4 Weeks Internal Funding

I was in charge of modeling the main structure, level design and VR implementation for an immersive restaurant scenario using Unity3D and the HTC Vive.

A successful build after testing, reducing draw calls, batching, etc.

A successful build after testing, reducing draw calls, batching, etc.

Checking the scale in the VIve

Checking the scale in the VIve

Blocking out the layout

Blocking out the layout

Testing the initial shaders and lighting in the Vive

Testing the initial shaders and lighting in the Vive