ABOUT ME

Self motivation comes naturally to me. I continuously create, learn, and expand my skillsets, knowledge, and proficiencies.

For the majority of my life, I've been infatuated with games, animation, storytelling, and eye catching visuals. Many times while watching animation, and playing through games, I've been overcome with emotion at witnessing the pinnacle of a story arc matched with breathtaking visual fidelity. My goal was, and even now, to bring such works to life with my own very hands.

With having worked with real-time 3D content for well over 7 years now, I've become very knowledgeable regarding the development pipeline. Especially in regards to optimizing content to run smoothly while pushing the boundaries on visual fidelity.

While a lot of my time has been spent with Unreal Engine, Substance Suite, and Autodesk Maya, I've developed many tools to streamline and improve workflows utilizing Python.

Projects

Skills

  • Leadership & Project Management

  • Extensive Unreal Engine experience

  • Significant programming experience with C++, Python, PySide2, and QML

  • Performance profiling and optimization for mobile, desktop, and VR

  • UI/UX development

  • Tool and workflow development

  • Asset pipeline and build automation

  • Shader and material creation

  • Asset modeling, Sculpting, UV Mapping

  • Static & Ray Tracing Lighting

Software

  • Unreal Engine 4

  • 3ds Max

  • Maya

  • Blender

  • ZBrush

  • Substance

  • Adobe Photoshop

  • Adobe XD

  • Rider

  • Visual Studio Code

  • Git, Github

Contact

OPTIM

© 2014-2021 Theia Interacive, Inc. All rights reserved.

Overview

The OPTIM project started when I created a Python script that automated the import process of Datasmith & CAD files based on simple rules —- such as Merge based on similar materials, Replace X Material with Y Material and Automatically generate LODs for objects with more than n number of verts. This simple script allowed our developers to set-up the rules at the end of the day, and come back to a massive project imported into Unreal Engine, mostly optimized and ready to test within VR.

Immediately, this simple script started saving hundreds of development hours weekly, and allowed the company to undertake more complex projects with very strict timeframes.

From there, I lead a 7 person team to develop this simple tool into a full-fledged product, implementing new features such as —- Smart Rules, Graphs & Statstics, an In-Editor Toolkit, a Desktop & VR framework and more.

About

OPTIM is a Unreal Engine toolkit created to simplify the whole development process from importation to executable.

Responsibilities

  • Leadership: Lead & managed tasks for 7 developers

  • UI/UX: Developed the UI/UX from mockup to PySide2 // QML implementation

  • Python: Developed many of the core selection and optimization features

  • Optimization: Provided extensive Unreal & Optimization expertise for rule and feature development

  • Networking: Setup and profiled the Unreal multi-user replication for the Desktop/VR framework

  • Documentation: Wrote extensive documentation for both developers and consumers

  • Support: Provided support for our Enterprise customers and answered support tickets

Media

NUTOPIA

© 2014-2021 Theia Interacive, Inc. All rights reserved.

Overview

Mohawk Group contracted Theia Interactive to create a VR ready rail yard / warehouse scene inside of Unreal Engine. I worked with the services team to create high quality materials, custom blueprint systems, implementing VR, and profiling + optimizing the project as a whole.

About

Modeled on a once-abandoned rail yard and warehouse complex in Atlanta, and built in Virtual Reality for commercial flooring manufacturer Mohawk Group.

Responsibilities

  • Performance: Profiled and optimized the project to be 144+ fps VR ready

  • Virtual Reality: Helped implement and configured the virtual reality experience

  • Tools: Created custom tools to speed up the development process

  • Materials: Created many of the materials using Substance Designer based on client examples

Media

DUNCAN

© 2014-2021 Theia Interacive, Inc. All rights reserved.

Overview

Toll Brothers contracted Theia Interactive to create a VR ready luxury home scene inside of Unreal Engine. I worked with the services team to create high quality materials, custom blueprint systems, implementing VR, and profiling + optimizing the project as a whole.

About

Built as a proof-of-concept for luxury home builder Toll Brothers. This project was designed to help Toll Brothers determine their best path forward utilizing Virtual Reality and 360° virtual tours for both pre-construction design review and end-user marketing purposes.

Responsibilities

  • Performance: Profiled and optimized the project to be 144+ fps VR ready

  • Virtual Reality: Helped implement and configured the virtual reality experience

  • Tools: Created custom tools to speed up the development process

  • Materials: Created many of the materials using Substance Designer based on client examples

Media

X-TAON Substance Car

© 2014-2021 Theia Interacive, Inc. All rights reserved.

Overview

I was tasked to create a Virtual Reality experience inside of Unreal Engine for SIGGRAPH 2018. This project used Unreal Engine, Unreal & Substance Automotive Materials, the Allegorithmic X-TAON car, and exclusively the StarVR headset.

About

For SIGGRAPH 2018, StarVR and Allegorithmic approached Theia to build a stunning booth demonstration to showcase the flexibility of Substance materials and the incredible resolution of the StarVR headset.

Responsibilities

  • Virtual Reality: Created the Virtual Reality experience from the ground up, incorporating the StarVR headset, Unreal & Substance automotive materials, and the X-TAON Substance Car.

  • Materials: Created a custom material configuration system that incorporated the Unreal and Substance automotive materials.

  • Debugging: During the time of this project, both the X-TAON Car and the StarVR headset were considered alpha. Debugged and worked with the Substance & StarVR teams to address issues.

Media

Fantastical Resource Shader

Overview

Fantastical Resource Shader (FRS) was created in my spare time while I was at California State University - Chico. I originally set out to create a resource orb shader inspired by the ones found in Diablo 2 and Diablo 3. However, I quickly found out that this shader was extremely more versatile.

Media

Resume