Developing an educational ASL sign language learning app with multiple modes. Implementing UI/UX, animation, creating placeholder assets and rapid prototyping of ASL motion capture tools.
Creating Instagram AR filters and preserving Zotto, an immersive IRL theater production virtually. Photogrammetry capture, cleanup, and environment artwork
Currently working on solo remastering Ama's Momento, our flagship game for a mixed reality location based museum exhibit in Taiwan.
Worked on Wing Wor, a personal VR project as Technical Artist & Designer archiving and assisting on pipeline creation and script development. Writing shaders, creating VFX, environments, photogrammetry cleanup and retoppo, and character animation.
Worked within a team of 5 as a technical designer on Art of Balancing, a mindfulness VR app. Implemented rock stacking mechanic and audio visualization for in-app recorded notes as well as assisted the art director on optimizing assets.
Collaborated on a team of 32 on R&D, engineering, vis-dev, and interactive teams on AR/VR Mother’s Day experience for Facebook “Dear Mom”. Served on-set as set dresser help & photogrammetry specialist, hand retoppo'd & textured all environment and prop scans, rigged & keyframed character all character animation. Wrote animation editor tool for attention direction, wrote smtp mail & text transition to AR gift, designed & scripted interactions, wrote marketing copy & presskit + materials.
Remastering mocap projector installation educational game(s) Memory with new modes, settings, visual and audio overhauls, and overall quality adjustments over the course of numerous iteration cycles based on playtesting and client feedback. Consulting on and creation of animation and motion capture curriculum for middle to high school students nationwide.
Contract R&D prototyping
Creating, documenting, and maintaining VR virtual production stage & lookdev tools, scout operating, render wrangling, shots team, mocap acting & motion editing, effects creation in Houdini, and environment art optimizations, and general problem solving in Unreal.
Entrepreneur and solo developer, been making games under this banner since 2012. Officially incorporated in 2015. Over 70 games made to date. Multiple awards and publications.
Content design, playtesting, and tuning on mobile match 3 title Cookie Jam.
Created two cookie walks, sets of levels for events increasing in difficulty based on win loss ratio percentages, moves left, goals left, average shuffles, etc.
Worked alongside entire design team for frequent feedback, mentorship, and onboarding lab rat as first design intern
Learned to work in highly iterative data driven environment on existing project mid editor switch & navigating skill discrepancy between more senior designers and I for level tuning.
Motion capture cleaning, characterizing, and pipeline work on Call of Duty: Black Ops Cold War.
Also designed an interactive training module as well as created motion graphics & branding materials for ATVI virtual day of service project.
Metadata discrepancy cleanup for Space Jam 2 for previz & dailies
Exploring the rich wealth of game (both digital & analog) toilets; giving scholars a peer-reviewed forum for their ideas and theories on virtual toilets; providing an academic channel for the ongoing discussions on toilets in gaming. Giving talks at various writing & gaming conventions as well as game companies.
Toilet Game Studies is a non-profit, open-access, crossdisciplinary journal dedicated to research of toilets within the medium of games
Day to day social media operations with rebranding and community outreach campaigns. Graphic design, motion graphics, assist on event planning & execution, sit on a jury comittee for GDC scholarship, wrote a free book "Breaking Into The Games Industry" to get more people from underrepresented groups making games.
Actively engages community over social media, organizes events, gives educational talks and hosts workshops and Jams. Also a Unity3D Student Ambassador for greater LA area. Known for #MEGARecommends and workshops. Continues to give educational talks on various technical topics.
I designed 50 of the higher difficulty waves and their various permutations for the non-shooting bullet hell Pixel Galaxy. I worked closely with the game's lead designer and iterate on my designs every week within team meetings. I also briefly worked on their unreleased intern R&D project as a programmer until I was transferred to the main project.