- Established a Niagara pipeline with modular emitters, effect types and module scripts
-Built diverse particle systems in Niagara for environments, characters, enemies and bosses
-Simulated liquids, fire explosions, impacts and destruction into flipbooks, VATs and RBD destruction sims, then set up for use in game engine
-Developed behavior driven FX for characters, enemies and bosses
- Cooperated with Design and Art Directors to create FX for gameplay mechanics and functions
- Stood as the main point of contact for debugging, optimizing, setup and assistance of Niagara systems
-Communicated across departments to develop new and more performant FX Tools
Setup of main character builds run throughout production including; skin jiggle, cloth and fur dynamics all with open parameters to adjust for selective instances
Simulation of dynamics in shots and cleanup of sim files where required
Training peers how to simulate with my builds
Reponsibilities include:
-Modelling, Texturing, Sculpting, Blueprints and Shader setup for Unreal Engine 4
-Creating photogrammetry heads with Reality Capture and texture projection, then cleanup within Zbrush
-Creation of cloth builds and garments and simulation of cloth for characters in trailers;
Civilization VI: Gathering Storm, Mortal Kombat 11 Trailer, Call of Duty Black Ops 4 Cinematics,
and Ghostwire Tokyo reveal trailer
Contracted Artist responsible for 3D modelling, texturing and implementation within Unity for 'Finding Alice' VR Experience
Contracted to work on 3 NDA projects as a Unreal Generalist / Tech Artist Role
I was responsible for a wide array of tasks, some days in the mocap studio linking live motion capture with Vicon Blade into Unreal
Setting up VFX alembics from Houdini to play in sequencer
Creating a Blueprint and material that would allow blendshapes to change normal maps and allow facial expression blending
The creation of sequences, blueprints, cameras, shaders and modelling, sculpting and texturing of assets and scene setups
Modelling and texturing clothing, weapons and props for 1917 Battles of third Ypres. Passchendaele and Beersheba
https://www.abc.net.au/ww1-anzac/passchendaele/battle-scenes/
Outsourced VR projects for Ford and a Kinect project for Disney
Responsible for creating and optimizing environments for use with HTC Vive and the Xbox Kinect
Setting up levels, rigs, animation sequences shaders and cleaning up scan data
Assisted training students learning 3D basics like modelling, UVs, texturing, baking and implementing into Unity/Unreal Engine 4 or rendering with Arnold