This was a demo project made during the Worldbuilding in Unreal class I taught at Gnomon school of VFX, Games and Animation. It was made utilizing megascans assets. Full environment setup was done by me including custom blueprints, effects, lighting, sequencer setup and rendering.
I was an environment lead on BRON's unreleased Gossamer movie, based on the Lois Lowry book. I am unable to show most of my work as it is still NDA, but they have released a few promo images from the film. These environments were built in Unreal Engine using a mixture of custom made assets and megascan's library.
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I was the Environment lead in charge of taking our high res Gossamer environment "The Heap" and converting it into a playable level on Fortnite's platform using Unreal Editor for Fortnite. This was a pretty crazy task with a ton of trial and error in order to get it under the required memory and size limitations. Overall really happy with how it turned out. I designed and implemented the game-play as well. For more information on the gameplay design of the experience, please view my Game Design page.
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Fly-through of the UEFN Environment
Video of the Game-play
Very cool and challenging project to work on. We took game assets and upresed them to fit in with the live action plates. The environments were rendered in Unreal Engine utilizing ray tracing which was brand new to the engine at the time. I was in charge of the settlement environment from 0:26 - 0:36. Modeling, texturing, lighting, layout, and rendering.
What an amazing project to work on. I was an environment artist on this project and got to ride it for the first time recently. It's pretty wild to have worked on something thousands of people enjoy every day. Check it out in person at Disney's California Adventure Park!
I was a lighting and rendering artist on this show. Very cool little project to work on, rendered in Unreal Engine with ray tracing.
Greetings From Krampus is a snowman building VR game that was built in 2019 by myself and good friend Martin Digenio. We set ourselves the challenge to build a game in our free time as a way to push ourselves to learn more Unreal systems related to game building. Below are some screen shots from the game as well as some breakdown videos of how some aspects of the game were designed. For more information on the gameplay design of the experience, please view my Game Design page.
Here are some screenshots of the environment and some gameplay tools.
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Below is a collection of some snowman creations from various people including my mother and 6 year old niece - my two best beta testers.Â
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Stress Testing
This was an important step, especially when designing a game for VR. It has the pretty strict requirement of running at 90 FPS so it was essential that the game still function smoothly with a ton of props generated.
I was a modeling artist on this film working on the London transforming building sequence, and the cathedral transforming sequence. The candelabras were particularly fun to make.
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I had a very small part on this movie working on a character model for background crowd simulation.
I worked on the background alleyway environment for this commercial. The crew received mini Coca-cola bottles with our names on them for working on the commercial.
This was a really neat and challenging project to work on. I worked on some environment and prop modeling as well as some blueprint functionality for the project. For more information on the gameplay design of the experience, please view my Game Design page.
I was a designer, asset and environment artist on this project. This was a really fun an challenging one for a number of reasons. We had to design fun games around individual Justice League members, while only having very basic input functionality, all while being able to run on high end PCVR and low wend mobile VR setups. I specifically worked on the Aquaman experience as a designer, the Batman experience environment, the Batcave, and both Wonder Woman and Aquaman's suits and weapons. I was also responsible for some Unreal Blueprint and Unity C# scripting prototypes. For more information on the gameplay design of the experience, please view my Game Design page.
I was an environment artist on this project working on the subway tunnel, MIB headquarters, London, and an alien world. There are some easter-eggs if you look at the magazine stand in the subway tunnel... might see a familiar face! Check it out at your nearest Dreamscape location.
Below is a collection of some of the work made while I was a student at Gnomon School of VFX, Games and Animation. Please scroll through.