I helped build the tech for making the procedural worlds in LEGO Fotnite. Cinematic Trailer
Valley of the Ancient
I did a lot of the characters "power" effects, the energy ball she creates and throws, the rocks that float around here. And I did the smoke and debris effects when the giant golem stands up and falls down
Mustang HMI
The next iteration of the Epic Games HMI initiative. We helped put to gether an example for the new Ford Mustang
Epic Games HMI
Showing that your cars screen can have really cool graphics
SeeSound
Audio reactive sculpture using Touchdesigner for world record beat boxer Reepsone. A collaboration with Will Arnold, and Mike Mann. Built using simple geomtry with vertex shaders and procedural PBR materials written in glsl.
UPROAR
A data visualization project taking Weather data during Hurrican Harvey, and Tweets with the Huston strong hashtag durring the same time frame, to build a piece of art that shows the human responce to a natural disaster. Collaboration with Will Arnold and Kinda Akash.
Magic Leap / Tonandi
Working with a small team we build an AR experience in collaboration with Sigur Ros and Magic Leap. I built a lot of system include a shader based slime that covered the room, and springy creatures that reacted to your touch. Longer video
SavageXFenty
September 2019. Using a similar technique as UPROAR, went specifically into realtime to make a VJ version that could be controlled per person walking down the catwalk. Colors speed and texture were all controllable to give every user a unique look in realtime.
AICP / NEXT titles 2018
Fully procedural title sequence. Built using Cinder and glsl shaders. A houdini pre fracture to compute based vertex deforation for rigid body simulation playback. Multiple custom shaders with audio reactivity.
Nike Joyride
Lead the team on an experiential project using touch sensitve LED floor tiles. Games were built in unity, with a custom built compute shader particle simulation. I specifically connected game logic with the particle compute layer to connect the 2 systems to make the balls behave in a cohesive way.
Balenciaga Summer 2019
Helped develop a simple method to take complex houdini simulation for quick turn around and easy one site manipulation. Participated in creating content for 12 minutes of 14K footage. Collaboration with Jon Rafman.
The Human Race
March 1 2017. Worked with Epic Games and the Niagara team to work with a very early version of Niagara. Used it to built effects for The Human Race. Most prominently the car desintegration and reappearance. But also more subtle effects tire smoke and debris.Bouns appearance
Gatorade Beat the Blitz
Built the Dynamic Science section. Where The heart beats, capalaries grow, and brain synapsys appear.
Hennessy The Piccards
One of my favrotie effects, the exploding ballon. Built a cloth system that would tear. Included fibers of the fabic, and simulated against the gondola, and ropes. It was so well recieved, that an entire shot was created to show it off.
Nike Vapor
Cloth style simulation for tearing grass. Rigid body / deterministic hybrid for the field splintering
Yellow
Simulated a dirt race car crash. The car flips and tears apart as it tumbles down the race way.
Bagman
Did the laser beam from the weapon, near the end of the film.
Coca-Cola Footprints
Built multiple snow covered pine tree set ups. One for an overhead shot, and one for shots from the side. One limb was covered with snow clumps and simulated to break apart slightly.
Bingle
Made a skydiving chimp, with a procedural skin deformation shader, and hair simulation. Even simulated part of the backpack.
PETA 98%
Won a VES Award for my work with the simulation team. I built the goorm system in XSI ICE, and a skin simulatoin layer with a verlet based simulation. That was wrapped on a muscle sim that ran after animation.
Beyonce Rise
Houdini lead on project with tiny of team of FX artist to envelop Beyonce in gold glitter and dust.