Portfolio 

2002-2012 Senior Engineer DI-Guy

DI-Guy with FaceFx Based Facial Animation System integration


Responsible for:

  • C++ Integration with FaceFx facial animation system.
  • 3DSMax asset import pipeline for both characters and faces
  • DDS Texture compression framework
  • Runtime compressed geometry system and file formats
  • Material system supporting Normal/Specular/Ambient Occulsion Maps
  • GLSL shader development using Normal/Spec/AO maps.

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DI-Guy AI Navigation System

Responsible for:

  • Real-time 3D paintbrush and voxelization system.
  • Crowd Creation
  • Multi-Threaded A* Path Planner, supporting many agents simultanously searching, cost functions, preferred and repulsed areas.


Shader Development (Rough Cut)

Responsible for:

  • C++ GUI Design
  • GLSL Shader Development: normal map, per pixel, per vertex lighting shaders
  • Material system supporting Normal/Specular/Ambient Occulsion Maps
  • Character Texture Variation System

 

2009-2012 independant iOS development

  iphone/ipad apps
: Gravilocity, iBeams, Photastic

iBeams

Gravilocity

Photastic

More Details

2002    
  Article - Applying 2D deformations to 3D rendered scenes
   Demo - Procedurally generated targeted effects
  Demo - A physics demonstration of a ball bouncing on a implicit surface.

2001 - 2002    

    Asheron's Call 2 ( Turbine Games )

1999 - 2000

    Virtual Worlds
    Expression Facial Animation Software

98-99

    R/GA Digital Studios
    SoftImage

 

 

 

 

 

 

 

 

 

 

 

College

    Light 
stuff

    Heavy stuff

   clay stuff

    Unfinished