I worked remotely with two other developers on JACKHAMMER, a first person multiplayer shooter, launching in 2018.
I was primarily responsible for the design and implementation of UI assets working alongside the project's technical lead integrating them with existing game features in Unreal. This involved the creation of the player's HUD and in-game announcements and scoreboards for multiplayer alongside multiple menus that were required. I set the graphical aesthetic for the game as well as the player's UX following the creative lead's direction. During the course of production I became more involved developing the multiplayer arena designs and the game's core mechanics helping with testing and analysing player feedback.
Client - Mission Control
Stow Away VR
As project lead I worked directly with the architects and developers during the design development of the project, exploring interior options and viability of the scheme.
Over the course of the project we transitioned to creating marketing content as the design finalised. My and the team's role changed to craft high quality lighting and materials for CGI, animation and VR outputs. I was responsible for most of the visual, technical and interactive elements of this.
AVR London was commissioned to create a VR experience consisting of several virtual environments, both interior and exterior spaces, as part of The Madison's marketing suite. An interactive menu for the user to change between rooms and to switch from day to night was also created as part of the experience. I was involved in all aspects of production for Unreal Engine 4 creating both visual and interactive content keeping to the technical specifications of Oculus Rift .
Initially I was involved in modelling the development before moving onto lighting and shader development in Unreal. Alongside this I developed and implemented the requested features and UX elements utilising Blueprints and UMG. During development all assets and engine features were created to be as efficient as necessary to retain visual fidelity while meeting 90fps for the best user experience in the headset.
As the real-time team grew over the course of development I helped manage the project and other artists involved assigning jobs and keeping to deadlines. I was also key in liaising with the client over the course of development to the final installation.
Part of my role within the visualisation team at BMW was to research and develop real-time environments for use in Autodesk VRED. I was responsible for modelling, texturing and lighting for the space. The environment was highly optomised with multiple times of day and weather and turntable options.
This was to be used by the department to display digital concepts and colour and trim options. I was in charge of deploying and supporting the environment "post-launch" as well as making it simple and intuitive to use for members of the team.
The BMW X4 model was not modelled or materialed by me.
MINI Citysurfer Renders
Following direction from the designer I worked to create the specified materials for the existing MINI Citysurfer model. I created the lighting rig used in the VRED scene before placing cameras and rendering the scene before some light post production in Photoshop.
I was not involved with Modelling.
Spheres: Perspectives In Percision And Poetry
As part of BMW and Alfredo Häberli joint Milan Furniture Fair 2015 exhibit I produce imagery and an animation of Häberli's design. There was a tight turn around for the project which included feedback and updates from the client. I worked on materials, lighting, camera animation, post-production and rendering for display at the Fair.