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Designed Experiences



 

"Martian vr experience" Senior virtual reality Game designer at the third floor inc

  • Joined the ground floor on a brand new VR team as senior designor for Martian VR.

  • Helped lead the charge and advise production team at TTF (The Third Floor) to create "Martian VR" experience for client VRC (Virtual Reality Company) and FOX Innovation Labs.

  • Worked closely with VRC's CCO/Director Rob Stromburg to create the "Martian VR" experience.

  • Blocked out, executed, and advised team on techniques for high fidelity, optimized, levels necessary to reach the challenging requirements of real-time "AAA" VR on recommended spec hardware (like GTX 970) for virtual reality systems such as Valve's HTC Vive and Oculus Rift.

  • Advised high profile film clients through many technical hurdles found in the new and difficult medium that is VR.

  • Advised and aimed design decisions toward VR needs, polished item positioning in avatar interactions, reviewed presence along with adjusting hand registration, worked scenes for minimal sim sickness, kept in a direct feedback loop with team members to help accomplish a compelling experience.

  • Composed many key experiences and moments for visceral response of players such as launching off Mars surface, Rover sequence, Potato interaction room, and pushed hard to solidify the small details required in VR to induce presence.

  • Built overall composition and rhythm of experiences through levels in Unreal Engine 4, matching the director's original vision into a cinematic virtual reality experience.

 

"PROJECT JUMP SCARe" pre-alpha demo

  • CREATED AND composed indie shooter experience for DK2 and xbox controller

  • designed all gameplay mechanics using playmaker visual scripting

  • Crafted pre-production setting, lore, AND story ARC

  • BLOCKED OUT AND TESTED ALL GAMEPLAY

  • INTEGRATED MECANIM ANIMATIONS AND COMBAT SYSTEMS USING MIXAMO ANIMATIONS WITH GPU PARTICLES

  • USED EXTREMELY OPTIMIZED SFX AND GAME DESIGN TECHNIQUES TO ACHIEVE FLUID GAMEPLAY IN AN EXPERIMENTAL MEDIUM

  • CREATED ALL MARKETING MATERIALS, CREATIVE VISION, AND COMPOSITION OF WORLDS

  • IMPLEMENTED SOUND SYSTEMS AND CRAFTED CORE PLAYER EXPERIENCE

 

Art Director/Designer on Survios Virtual Reality investor Prototypes: Proto Award-Winning "Zombies on the Holodeck" Demo, Shooting Range, and VR interface featured in TechCrunch, featured in Venture Beat, and revealed at San Francisco Virtual Reality Meetup

  • Constructed full-motion Virtual Reality prototype content in Unity 4

  • Composed level, art, and Mecanim animation systems

  • Rigged, Skinned, Animated and integrated Mecanim Virtual Reality Hand interactions with complex state potentials for each weapon

  • Mecanim zombie animation combat system with complex controller states for AI behavior

  • Composed complex Mecanim blends to differentiate Zombie walk/run cycles of any given speed or variety

  • Mobile focused, highly optimized, kept under few hundred draw calls at all times for 60 FPS minimum

  • Created and tweaked particle FX

  • Directional lightmapping, light probes, and forward rendering with everything baked in

  • Generated Navmesh paths and occlusion culling system

  • Unity 3d Engine 4, 3ds Max, Maya, Unity Asset Store, Photoshop, NDO2

 
zombies_2.jpg
 

Survios VR Prototype Wizard demo featured in Sixense "STEM" motion tracking Kickstarter

  • Constructed full-motion Virtual Reality prototype content over a few weeks in Unity 4

  • Used in virtual reality demos

  • Level design and assets composed in weeks with art optimized for mobile from Unity Asset Store

  • Mobile focused, highly optimized, kept under few hundred draw calls at all times for 60 FPS

  • Directional lightmapping and forward rendering with everything baked in

  • Mecanim animation combat system and advanced controller

  • Unity 3d Engine 4, 3ds Max, Maya, Unity Asset Store, Photoshop, NDO2

 

"Project Nova" from Call of Duty: Black Ops

  • Crafted set pieces in ice for frozen ship and explosion sequences

  • Worked with design to craft a tense "creepy" tone for important story sequence

  • Crafted props and textures for ship interior and story cutscenes; assets which also were harvested and used in other levels

  • Executed well composed and optimized environments

  • Worked intimately with both design and art teams to maintain project speed and facilitate completion at our contractual deadline

  • Radiant, 3ds Max, Maya, Zbrush, Xnormal, Photoshop, Crazybump