DEMO REEL 2016
Coco VR - Oculus Rift/GearVR
Coco VR was a collaborative project between Magnopus and Pixar and Pixar’s first step into VR. Coco VR introduces the idea of Social VR- where multiple users can join in the same world with one another as they all explore the different locations and themes scene in the movie. Coco VR also displays our proprietary 360 render capture system that allowed us to texture the complex environments of Coco in a short amount of time.
mission: iss - oculus rift/GearVR
Mission: ISS shipped on March 9th, 2017 free to the Oculus Store. This project was a joint collaboration with NASA and Magnopus to create a space exploration experience that is true to life. I was a 3D artist on this project responsible for creating individual space station modules, solar panels and props.
Kakamora Orchestra - GearVR
Moana’s Kakamora Orchestra was developed on the GearVR in collaboration between Disney and Magnopus. Our team worked onsite at the Walt Disney Animation Studios with the Moana team and produced an interactive app that released the day of the premiere in Hollywood.
NO HELP - UNREAL ENGINE 4 ENVIRONMENT
My game environment built in UE4. Modeling was done in Maya and texturing was done in Substance Painter and Designer, all in two weeks. Inspired by Jonas de Ro's original concept.
A WRINKLE IN TIME CARD GAME
Our team and I created a semi co-operative card game based on the children's novel, "A Wrinkle in Time," where players can either choose to play as the time traveling protagonists or as the evil minions of IT. It was a 10-week project where we took a working prototype to a final product. Line work and character designs by Anthony Lam, character coloring by Tiffany Chu.
EASY PROCEDURAL BAKE SCRIPT
I built a python script with a dockable UI that properly bakes procedural textures onto multi/single UVs in Maya Software/MR. Supports ZBrush, Mudbox and Mari naming conventions.