Worked as a contractor for Boeing and had to opportunity to work on the Boeing High Fidelity Digital Twin (HFDT). I helped create and implement main operating panels on commercial and military Boeing aircrafts. As well as main operating instruments such as the yokes. The project used Unreal Engine 5 as well as plugins that were created and implemented for this project. We would create, test and ship off to customers for review and feedback.
I was hired for a contract with COPT to work on a virtual rendering of the 28th floor in the Transamerica building in Baltimore MD. I worked closely with professional interior designers to accomplish the rendering. Using Autodesk Revit models and UE plugins I was able to import a full 3D model of the Transamerica building. From there I imported/ 3D modeled assets, texturized and rendered the whole scene. Created a tap to move system while also using the gyroscope on the iPad to rotate based on the iPads forward. The app was published on the app store and made unlisted so it can be accessed only by personal with the correct link.
IG Labs is an expansion of Intelligenesis meant for more hands on work and learning. The space includes a fabrication lab, data lab, desk space, classroom and a studio for podcasts and recording sessions. I received the blueprints around March 2021 and I decided to mock up a virtual version before the space was even built. I used Unreal Engine to build the space and imported into an Oculus Quest 2 for a better visualization of the space. This project helped the CEO and other C level personnel to visualize their blueprints and see any error/concerns before construction began. The virtual environment was created as a 1:1 scale of the empty physical space. To add more realism to the project, I created it in a way that allowed users to walk around the space with the VR headset on. This allowed them to fully see this environment and get a great sense of realism.
Throwdown Showdown is a dodge ball death-match with fantasy type classes or characters. This game was made in UE4 and I was one of the developers for this game where I created, or helped create with my teammates, certain mechanics. For example I oversaw what is the sudden death functionality where if the timer hits 0:00 and the scores are the same then the game resets and goes on until a team is wiped. However if the players for some reason decided not to hit each other then they would have to worry about the floors falling.
Another mechanic I oversaw was the cryo throw and fast throw for the characters. We wanted to make our abilities more impactful so I was in charge of upgrading them to a better state. For example the cryo ball was a ball then when it hits another player it will slow down their speed by half. However if a player keeps missing their throw then its useless. I came up with the idea of making the Cryo an AOE. Meaning whoever is in that AOE will become slower.
For our heavy class we have a cage ball however it was the same problem. We wanted the ball to be more impactful for players since it depended on landing a hit on another player. In this case I made another player with basic movement and called it "reticle". When playing as a "Ulrich" our heavy class, you can now control a reticle to aim and when you press the action button it will create a shield wherever the reticle is.
I was one of the developers for Silent Library which is a 2D side scrolling adventure game that was made in Unity. Where the player's objective was to get through the levels by using a deflect mechanic to avoid damage and power-ups to help along the way
I also created one of the levels of this game with tile mapping.
For a Design Tools class I took on my 4 month at Full Sail, I was tasked with creating a level from one of my favorite games as the final assignment. I decided to make Cerulean City from Pokemon Red and Blue using ProBuilder from Unity.
This project was created in 24 hours and it basically showcases common mechanics in a RPG game. This was a personal project created for a challenge. The challenge was to do one task everyday and there was a total of 30 tasks. Meaning in one month you would have your own mechanics to get you set for a RPG style game. However, me and a friend decided to take this challenge and complete it in 24 hours. We completed our own RPG game and if you click the title above you can play test my RPG mechanics that I came up within 24 hours.
Some of the task were as simple as creating a trigger to play a sound. While there were other tasks that were more challenging like creating a inventory system that can attach and detach said object. The inventory was fun and educational, it made me learn how to use data tables and structures more in depth.
Made using pro - builder and some textures including emissive materials.
In a group project we had a problem where we needed to seamlessly travel from one level to another. As a solution I created a tug boat that can take a player from point A to point B
A common collectible used between all classmates during this project that was made using pro - builder.
In a group project we all needed a common collectible following the theme of the game. As a solution I came up with this power cell asset.
These stylized houses were made in blender. I decided to improve my 3D modeling skills by learning how to use this software.
The houses were built and textured in blender, however they were later imported into Unreal Engine for a personal project.
This payload was modeled and textured in blender. It was created for a project that required a physical object for players to defend and guide.