Project portfolio

 

Hogwarts Legacy

Cinematic Trailer

 

Shrapnel

Cinematic Trailer

Shrapnel is a AAA extraction first person shooter being developed with blockchain technology. I worked on this cinematic trailer as a lead FX artist, responsible for the RnD into Unreal Engine 5, look development communicating directly with the studio, and creating high fidelity FX in Unreal and Houdini.

  • Unreal Engine 5, Niagara, Blueprints, Shaders

  • Houdini, RBD and smoke simulations

Gloom

Unreal Engine Short Film Challenge

Gloom was created for the Unreal Engine Short Film Challenge over the course of 8 weeks. I worked on creature FX, making a reactive Niagara Simulation, with Houdini-created VAT animations with dynamic reactions.

  • Unreal Engine 5

  • Houdini

We will be monsters

short-Form Mini Series

We Will Be Monsters was a collaboration between Epic Games and Universals cast of classic characters, introducing them to the game Fortnite. While working on this project at Plastic Wax as Lead Unreal FX artist, I oversaw our teams FX output, lookdev and integration with lighting. I worked on procedural texture generation, Houdini to Unreal CFX workflows, atmospherics, RBD simulation, and RnD.

  • Unreal Engine 4, Metahumans, Niagara, Blueprints, Shaders

  • Houdini, Cloth and Hair simulation

 

Battle Kitty

Interactive Animated Series

Battle Kitty is an interactive TV series produced in collaboration with Netflix. Get ready for battle and help Kitty and best friend, Orc on an interactive adventure! Armed with cuteness, fierceness and bows, no monster stands a chance! On this project I was a lead FX artist, responsible for developing the Unreal team, working directly with clients, creating stylised FX with Houdini, Niagara, Shaders, and creating reusable tools and systems for the lighting team.

  • Unreal Engine 4, Niagara, Cascade, Shaders, Blueprints

  • Houdini, Substance Painter, Substance Designer, Photoshop

 

Subaqua

Interactive Experience

Subaqua.png

Subaqua is an interactive experience developed for the UTS Data Arena, an immersive 360° display utilising nDisplay and OptiTrack systems. Players work together to navigate their ship through treterous waters and surreal environments, defending their ship from predators.

My role on this project was as a lead developer, primarily programming using blueprints. I also produced a range of technical art including creating foliage workflows in Houdini, shaders and particle FX.

  • Unreal Engine 4

  • Cascade, Material Editor, Blueprints

  • nDisplay, OptiTrack, UTS Data Arena

 

Bounty Hunter

Animated Short

BountyHunter2.png

The Bounty Hunter follows the short story of an old washed up bounty hunter, who finally meets his match.

I started out with R&D, creating setups in Houdini and researching how we could utilise Solaris and PDG to improve our pipeline workflows. In production I further utilised Houdini for procedural modelling, set dressing, RBD simulations and look dev.

  • Python, USD

  • Houdini

  • Renderman, Mantra

 

SoundBender

(Virtual Reality Game)

In a world of darkness where light is powered by sound, dive into a VR discovery metaphor that explores communication barriers via light, and interactions with a surreal ecosystem.

This game represents a finished playable level. I was a VFX artist, creating particle systems and polishing visuals. I was also a collaborator in developing the website for this game.

  • Unreal Engine 4, Cascade, Blueprints

  • HTML, CSS

Learn more about the project and the team here at First Iteration

badges-_0003_goty-3277607.png
 

Artemis 11

Prototype MR/VR game

Artemis 11 is a mixed reality experience where two players strategise to overcome the perils of space exploration. Over the course of 8 weeks our team developed a prototype game to be pitched to industry professionals.

My roles on this project were primarily that of game design and programming, creating core gameplay in Unity game engine.

  • Unity

  • C#

  • MRTK, VRTK, PUN

To see more about the project take a look at this blog post

 

Starlab

(Virtual Reality Prototype)

You are a new recruit for an astrophysics research project. Journey to the stellar evolution lab where you can explore stars like never before. Solve challenges to test your knowledge, observe stellar features in close detail, or create your own star and see how it evolves over its lifetime.

I have been a major contributor to every component of this project in conjunction with Cyntia Franco, the Educational Designer for the Physics Department at the University of Sydney. The project has been demonstrated at a number of VR related conferences including Sydney Astrofest 2018, University of Sydney Innovation Week, AIP NSW Physics in the Pub and Global Mindsets VR AR XR in Higher Education.

  • Unity

  • C#

  • Blender

  • Steam VR

  • VRTK

Download latest version (Requires Oculus Rift, hand controllers, Steam, SteamVR tool)

 

Visual analytics

(Simulation)

An analytics platform was developed with a team of 6 university students. We created a website addressing the problem outlined in the VAST 2017 project 2. My primary responsibility was creating an accurate simulation from the data sets, with additional analytical tools. This was programmed and designed in Unity3D and was hosted as a web based build on the website. I also assisted with the management of the general code base and front end web scripting.