The Lizard Rig for the Summer Industry Course project. It uses driven keys for subtle shifting of the body crystals with additional handles on several clusters for deeper control. Blendshapes were used for opening/closing its eyes and for breathing. The breathing is hard to see in this demo because it clips with the crystals, but as the animator, I was fine with manually controlling the placement of the clusters to match the breathing. The back legs and tail were not going to be animated so it wasn't rigged.
A quick 10 second demo of my Motion Smear tool in Houdini. This is the beginning of what will become my Capstone final graduation project. It was used in the previously shown animation in a few areas. This tool is still a work in progress.
Buzzsaw drone
Bulkier drone with a minigun (was used as a base for the hammer drone shown in the animation).
Gameplay of the game Terminal Force - a Game Development class team project.
My Roles: Character Design, Character Modeling, UV unwrapping, Character Rigging, Character Animator, Animation Programmer, Creative Direction, Game Design, UI Design.
Demo of a pixel-art workflow concept for my game development class in Unity (this idea was scrapped due to shift in art direction). It uses a render texture at a 100x100 px size without anti aliasing to get a pixelated effect. The cube uses two render textures: one is a cel shaded textured version of my character, and the other is the emission mapped version. A bloom shader is then applied to the cube to give that glowing effect.
To make the character point his gun in any direction in 2D space, I animated the top half of his body pointing in multiple directions and used an animation controller to interpolate according to the direction the player is pointing to. Extra animations for pointing up-back and down-back were later added.
Playable Characters. Each character has a different special ability. Alternate colors per character were also added.
A team project from my Virtual Reality class. The point is to see the effect of fantasy elements on sports simulations as well as prospect theory in a competitive environment. Assets for the environment (excluding paddle) were borrowed from the Unity Asset Store. Interactions were modified from Steam VR's development kit. I was in charge of the slow-motion mechanic, application of effects, application of sounds (borrowed from freesounds.org, edited in Audition and Unity), haptic feedback, game design (aside from my team's Project Adviser), ball tracking, paddle interaction, paddle modeling/surfacing, ball-to-paddle physics and collisions, and helping in other mechanics/programming.
(And yes, the ball is supposed to go through the opponent sometimes)
Video Demonstration of a procedural lightning tool made using Houdini and Vex.
A walk -> canter -> run gait animation inspired by the Siberian Huskey. The animation is done entirely through MEL Expressions Editor in Maya. The only thing keyframed is the slider that controls the speed.
Typography made in Adobe Illustrator. Animation made with After Effects.
Poster Design Assignment (inspired by YouTube series Vsause)
Branding Project. Chocolate bar label design & logo design. Came up with a company that sells bars of dark chocolate, where each square has a fruit filling of varying colors and flavors. The brand is Art Deco themed, where the bar is supposed to represent a case of fruity "gemstones".