Well MET

For a coding assessment assigned to me for a job interview, I was tasked with creating a desktop application compatible on MacOS that enables users to browse artworks at The MET.

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Retrofit

For my first entirely procedural HLSL shader made in Unreal, I created an animated shader that employs simple mathematical functions to generate a retro style pattern.

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Blizzard Entertainment

For My time at Blizzard Entertainment was in the Story & Franchise Development (SFD) department as Cinematic Technical Director/Software Engineer – Pipeline. Here you will find details on the projects that I worked on over the span of my employment there.

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Artistic Line Rendering of 3D Models

This was my capstone project for my final year of my undergraduate degree. The goal of this project was to develop an efficient algorithm for the real-time line rendering of a 3D model that programmatically achieves varying line thickness based on artistic rules often used in illustration.

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MicroManage

MicroManage is a desktop application that provides closed communication between landlords and tenants. Group project written in C++, Qt, SQLite3, and QSS. I was responsible for several pages of the app, as well as the entire UI design.

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Creatively Technical

CreativelyTechnical.com is an independent project written in HTML, CSS, JavaScript, and jQuery that provides information about industries that incorporate both art and technology.

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Visit CreativelyTechnical.com.

Houdini Character Picker

This was a character rigging tool in Houdini that I worked on while as a co-op student at SideFX Software. I was responsible for implementing panning and zooming, multi-selection, grid snapping, viewport control setting, and refining the GUI using Python and the Houdini Object Model (HOM) API.

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See Houdini 18.0 Credits.