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My Portfolio
Welcome to my portfolio. Here you’ll find a selection of my work. Explore my projects to learn more about what I do.
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01
Procedural Buidlings
Here you can see I made controls using code to make this building completely procedural. You can change the length, width, depth, and height procedurally with slider controls.
02
Making Textures in Vex
A visual effects study exploring procedural texture creation in VEX, with controls for streak length, noise, and masks.
03
The Forgotten Lockers
From a mentorship with Struck Knight Games, I was tasked with creating a locker that told a visual narrative and was also game ready.
04
Red Matter
A study of fluid sims in Houdini.
05
Black Lodge Light Study
Full 3D recreation of the Black Lodge from, "Twin Peaks". This is a lighting study done in maya, showing how light, color, and lookdev can completely transform the same space.
06
The Trechned
Creature design and compositing from my senior thesis, "Maw".
Trechned - designed in Zbrush, textured in Substance Painter, rigged and animated in Maya.
Water Scene - flip sim made in Houdini. RBD leaves also simulated in Houdini. Background trees kit bashed in maya, composited over live footage.
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Procedural Buidlings
Here you can see I made controls using code to make this building completely procedural. You can change the length, width, depth, and height procedurally with slider controls.
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01
Procedural Buidlings
Here you can see I made controls using code to make this building completely procedural. You can change the length, width, depth, and height procedurally with slider controls.
02
Making Textures in Vex
A visual effects study exploring procedural texture creation in VEX, with controls for streak length, noise, and masks.
03
The Forgotten Lockers
From a mentorship with Struck Knight Games, I was tasked with creating a locker that told a visual narrative and was also game ready.
04
Red Matter
A study of fluid sims in Houdini.
05
Black Lodge Light Study
Full 3D recreation of the Black Lodge from, "Twin Peaks". This is a lighting study done in maya, showing how light, color, and lookdev can completely transform the same space.
06
The Trechned
Creature design and compositing from my senior thesis, "Maw".
Trechned - designed in Zbrush, textured in Substance Painter, rigged and animated in Maya.
Water Scene - flip sim made in Houdini. RBD leaves also simulated in Houdini. Background trees kit bashed in maya, composited over live footage.
Procedural Buidlings
Making Textures in Vex
The Forgotten Lockers
Red Matter
Black Lodge Light Study
The Trechned
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