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(All Assets are Game Ready using a high to low poly baking workflow or a mid to low poly face weighted normals workflow)
3rd Party Development for The following Institutions:
Unity Developer - Groove Jones
Co-Developer of "AT&T Station": An experience inside VR Chat for HBO Max, AT&T, and 100 Thieves
100 Thieves trying out the AT&T station for the first time.
Co-Developer of "Life Itself": A medical exhibit game set to be displayed in medical conventions by Medtronic.
Featured in Unity Technologies' Instagram Page: https://www.instagram.com/p/Ch7Z6haOVyE/?hl=en
UI Developer for Oxe-play.
Implemented the UI in its entirety for the XS-1 exercise machine. This includes menus and gameplay.
All menus designed to be dynamic for integrating new content.
Software Engineer - Circadence
As a Software Engineer in Circadence, specifically a Unity Developer, I created a VR Full Rigged IK controller for combat simulation. The VR Rig is fully functional with movement and firing, the rig also has a full head and body all tracked and controlled by the player. I also created a Desktop non VR controller to support additional players training in the combat exercises. More info will be available as the project closes. It is open source and under the MIT licenses. I handle all of the characters, VFX, and animations as well.
Software Engineer - OT Training Solutions
During my time as a Software Engineer for OT Training Solutions, we designed a trainer for the US Armed Forces, specifically the US Navy. This is based on the Stryker Weapon System. I was responsible for providing all of the 3D Art. This includes characters, weapons, environment, animations, as well as VFX and shader work. This also includes implementation of the panel functionality and movements of the turret. The panel is designed to be used with a touchscreen and military grade joystick.
Game Designer II - Disti
As a Game Designer II, the responsibilities are to work with software engineers and create a concept for for game training applications using the Unity Game Engine and bring them to completion. Most of the time I would also facilitate the work for software engineers using in house tools to create game scenarios and bring technical expertise in regards to Unity. I would also serve as a liaison between the artist and software engineers.
3D Game Developer - Keybridge Technologies, inc
In Keybridge I was responsible for the complete process of game development in the Unity Game Engine. This consists of creating, implementing, debugging, testing and refining the entire game. During down time, I would also assist in the creation of 3D Assets, props, environments, and general digital art. Some of the works below are either executables delivered to the military or streamed Web GL IMI applications.
Capstone Internship - Meltdown Mayhem
Using Unity 3D, I was to create a game in a ten week period with a team of five including myself for a Final Project. The game is a series of mini games from many popular gameplay mechanics integrated into one game. Its success obtained a spot at Indienomicon in Orlando, FL. We were the first student group to present a complete game in three years. I was primarily focused on gameplay development and that consisted of developing one hundred percent of all of the technical aspects including all of the programming. I would also assist in some 3D asset creation.
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