Lone Echo 2
Platform: Oculus Rift Release: TBA
A sequel to Lone Echo 1, we follow Liv and Jack through their time after being pulled into the future in Lone Echo 1. A single-player exploration VR game that uses the same movement mechanics as Lone Echo, release date and more TBA. My contributions to this project include visibility optimization, collision layouts, level loading, optimizations, debugging and other technical art tasks.
Echo Games (Echo Arena, Echo Combat)
Platform: Oculus Rift Release: July 20,2017 (Echo Arena), November 15, 2018 (Echo Combat)
Set in the same universe as Lone Echo as well as sharing the same movement mechanics, these two games share a lobby where players can hang out or play Echo Arena, a Frisbee in space reminiscent of Enders Game, or Echo Combat, a team shooter with payload and king of the hill style maps. My contributions to this project(s) include visibility optimization, collision layouts, collision rigging, geometry optimization, debugging (which often consists of going “How the hell did they manage that?!” when I get a bug report in about a player getting somewhere they weren’t supposed to) and other technical art tasks.
Platform: Oculus Rift Release: July 20,2017
A single-player exploration story set in VR set on a space station in the rings of Saturn, you play as the advanced AI robot ‘Jack’ and help your human partner Liv to discover the truth behind a mysterious rift. This game features a novel method of environment manipulation, allowing the players the ability to experience space and move themselves through the environment using their hands. My contributions to this project include visibility optimization, collision layouts, collision rigging, geometry optimization, prop blockouts, debugging and other technical art tasks.
The Order: 1886
Platform: PlayStation4 Release: February 20, 2015
Set in Victorian-Era London 1886, a group of Knights of the Round table battles to keep the world safe from half-breeds (werewolves and vampires) as well as a rebellious organizations plotting in this third-person action-adventure shooter. I contributed to the visibility optimizations, collision layouts, background character skinning/rigging (facial and body), geometry optimization and debugging.
Platform: PlayStation4, Windows, Xbox One Release: April 21, 2017
A third-person physics-based arena brawler game featuring squishy ball shaped ‘Forms’ who fight for dominance by knocking other players off the platforms. I namely contributed performance optimizations (visibility) to this project.
Studio: ReelFX Release: July 8, 2016 (China), February 24, 2017 (US)
A Tibetan Mastiff who was born in a small village finds a radio that spurs his love of music and he leaves his small town to follow his dream to become a rock musician in a big city. My contribution to this film was in the position of a Render Wrangler, managing the load on the render farm as well as creating custom tools to managing the large number of renders.
Shorts & Other Work
Group project created for the 2010 summer industry course at the Texas A&M Viz Lab under supervision of Dreamworks Animation Studios. Video and related images © Dreamworks Animation SKG.
Kids These Days
Group project created for the 2009 summer industry course at the Texas A&M Viz Lab under supervision of Walt Disney Animation Studios. Video and related images © Walt Disney Animation.
Caleb the Gargoyle
Personal animation project for a class on facial animation.
Bird vs Wyrm
Flash animation done in collaboration with Julie Pool. I was in charge of doing the Chinese style wyrm (dragon) and Julie the Celtic style bird. This is what happens when styles collide.