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3D Photogrammetry Artist Intern at Mia Cultural Heritage Imaging & National Endowment for the Humanities: I was hired to work 500 hours with the Minneapolis Institute of Art as a 3D artist and photogrammetry processing apprentice through an NEH-Grant and the watchful eye of Cultural Heritage Imaging. This grant specifically involved working with a new software developed to produce high-quality textures, with a focus on specular texture maps, through on-flash photogrammetry, camera locations, and the produced 3D model from (in our case) Metashape's photogrammetry data processing. Under the tutelage of Charles Walbridge, I quickly learned and became adept at using Agisoft Metashape to process, complete, and adjust data and models as needed to produce a pleasant result to be shared and freely distributed on the Mia Museum's Sketchfab page! Some of the models received Staff Picks and some garnering over 1k views on Sketchfab! This role has been one of the most exciting and most constructive I have been apart of, and the knowledge I accumulated during this internship will forward my skills in every category forwards. |
DIVINING RODS Play Divining Rods Here! Divining Rods is my senior thesis pitch that was chosen to be fully developed by me and a team of 10 others. Using Unreal Engine 4, Wwise, Substance Painter, Niagara, and more. We partner with the Berkeley College of Music to create sound and music for the game. DR is a explorative flow rhythm fishing game. Taking elements from other popular rhythm games and translating it into a story about overfishing featuring fishing gods and a flooded world. I specialized in Pre-Vis, Production, Materials, VFX, Niagara, Modeling and Texturing, and engine implementation for this project. My experience on this project allowed me to work alongside a large group and coordinate between everyone's strengths. I was able to assist in the construction of a pipeline based on the varied levels of experience from everyone on the team. In the beginning of the project, I was the in-engine art integration leader as we used a SVN repository management software (Tortoise SVN) that was new to everyone, myself included. Because of this, I made sure to start off the naming conventions and formatting for in-engine assets strong and stay strong throughout the project. This project was a blast of self-instruction and learning new disciplines for the sake of seeking solutions and problem solving. |
"The Hermit" Tarot Inspired Gamespace A gloomy, yet reflective cave space with twists and turns. Explore the available routes at your own pace and feel at ease. I 3D modeled all objects, made UV's, hand-painted textures, created materials, and implemented into Unreal Engine. This was an 8 week solo project that included quick prototyping development, self-instruction, and self-exploration into what makes me happiest to create. I found great enjoyment creating shaders/materials, and texturing the assets into a stylized look. |
Sky Explorer Join maps together and create your own path in real-time. Toggle them on and off at your discretion. Joined maps will shape the level elements. Use your brain to reach the end. I created in-game UI assets, environmental assets, and coordinated conceptual ideas with coders and artists. This game was rapidly prototyped for the Game Maker's Tool Kit Game Jam in 2021, and received a overall great score. With an final placement in the Presentation category of # 83 out of 5,702, and an overall placement of #141 of 5,702 entries. |
Polly Shelly: Phantom Acrabatics
You are a CRAB with GRAPPLING HOOK CLAWS, SEEKING your CRABELOVED at the end of the world -or at least the kitchen- to save them from their doom! SWING and BASH enemies, EXPLORE the haunted restaurant and SAVE your crab-beloved. I 3D modeled most environmental objects, made UV's, created all UI, coordinated efforts in production, promotional content/webpage, and helped texture the world. |
Dungeoneer: Mystix Janiteering You are one of the many Mystix Dungeon™ janitors whose sole responsibility in life is to reset the dungeon for the next hero to enter. I created all art assets excluding the node/technical art effects, and the wall/floor texture. |
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