PORTFOLIO
Jedi: Survivor
Sr. Technical Artist
Responsibilities:
Worked directly with Art and Code team to create a next gen environment material pipeline that’s high fidelity and performant.
Created from the ground up a new weapon customization material including a wear system. This allowed players to change every aspect of their lightsabers and blasters to create a truly unique design.
Built the entire foliage pipeline including materials, Houdini Pivot Paint tools, wind VFX, grass player interaction, destruction effects, global wind volumes, and imposters
The Navigator








The Navigator was a collaborative project between Magnopus and the Santa Fe based art collective Meow Wolf. The Navigator is a location based AR experience where the player sits atop a giant mech with a Magic Leap headset and uses the physical control panel on the mech to navigate a star system and solve puzzles to advance the story. This was both Magnopus and Meow Wolfs first time developing for the Magic Leap headset.
Art Lead/Technical Artist
Responsibilities:
Collaborated with Meow Wolf and internal concept artists to come up with a visual style that would fit match Meow Wolfs world design and take full advantage of the strengths and minimize the weaknesses of the Magic Leap device
Participated in designing the gameplay and story for the experience
Responsible for entire art pipeline: modeling, texturing, shaders, rigging, particles, and lighting.
Optimized a visually impressive game to run on experimental hardware.
Blade Runner 2049: Memory Lab










Blade Runner 2049: Memory Lab is a small story driven experience that we created with Oculus to expand on the story of the recent film. We used holographic capture to put real actors into the experience creating life like characters in a VR experience.
Technical Artist
Responsibilities:
Converted our internal Unity Master Shader system to Unreals material editor and designed shaders for special effects
Optimized models by reducing polycounts, packing texture sheets, and generating LOD systems for all assets
Created nearly all visual effects and particles
Responsible for converting the Dark Room scene from a V-Ray rendered concept to a VR ready game environment with little loss in visual fidelity
Responsible for porting of the Rift versions art to the GearVR version in an extremely tight timeline utilizing spherical projections
Rapidly switched between unity (Mobile Version) and Unreal (Desktop Version) to develop both experiences in tandem
Coco VR
Covo VR is the first full scale desktop experience that we created with Disney. In order to convert Disney Renderman pipeline we came up with a proprietary spherical projection system that would allow us generate textures for meshes by using numerous projection points rendered out of Renderman.
Technical Artist
Responsibilities:
Helped the art team come up with ways to convert Disneys Renderman pipline
Assisted in the final stretch of the game by tracking down technical issues and provide artist support where needed
Finalized lighting and effects passes on the dressing room environment
Created visual effects used through out experience
Optimized assets and scenes to meet performance requirements
Disney Movies: VR





Responsibilities:
3D Generalist
Ported a Desktop Oculus Rift game to GearVR in just one week
Rapidly profiled and tracked down problem areas and implemented creative solutions to maintain visual fidelity while exponentially decreasing performance cost
Mission:ISS






3D Generalist
Responsibilities:
Used real world reference of the International Space Station to create realistic assets
Assisted in asset implementation and optimization of internal space of the Space Station
Kakamora Orchestra
Responsibilities:
3D Generalist
Optimized complex film assets to be able to implement them into a mobile game. Creating a third of the first and second teleport points and the entire third point