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Shaders

Multiversus Matrix Code Shader
Problem: Create a skin series based off the Matrix movies
Solution: Implemented a Matrix Code Shader, that has animated glyphs based off Matrix Code.
Outcome: Created a master shader that can easily be manipulated for any character.
Solution: Implemented a Matrix Code Shader, that has animated glyphs based off Matrix Code.
Outcome: Created a master shader that can easily be manipulated for any character.

Stage Portal Shader (Back to the Past)
Problem: Need to implement a way for environment assets to show or hide from a portal line.
Solution: Developed a master material functions that blends between textures or opacity mask.
Outcome: With material functions, it allowed artists to create their own materials for assets using the portal implementation.
Solution: Developed a master material functions that blends between textures or opacity mask.
Outcome: With material functions, it allowed artists to create their own materials for assets using the portal implementation.

Multiversus Galaxy Shader
Problem: Create a collection of skins based on a galaxy theme
Solution: Produced a Galaxy shader, consisting of starfields, cubemap, and twinkling stars using HLSL.
Outcome: Created a master shader that can easily be manipulated for any character.
Solution: Produced a Galaxy shader, consisting of starfields, cubemap, and twinkling stars using HLSL.
Outcome: Created a master shader that can easily be manipulated for any character.

Multiversus Toon Shader
Problem: Prototype a skin line based off a comic/cartoon style
Solution: Created a toon shader- consisting of outlines, shadows, and halftone dots.
Outcome: Created a master shader that can easily be manipulated for any character.
Solution: Created a toon shader- consisting of outlines, shadows, and halftone dots.
Outcome: Created a master shader that can easily be manipulated for any character.

Cave Rock Master Material
Problem: Multiple assets in a cave scene need a material
Solution: Implemented a master rock shader, where each rock asset is an instance and can be controlled by parameters
Outcome: Rock materials are efficiently created along with unique features such as puddles and dirt masking.
Solution: Implemented a master rock shader, where each rock asset is an instance and can be controlled by parameters
Outcome: Rock materials are efficiently created along with unique features such as puddles and dirt masking.

Stylized Water Shader
Problem: Project called for a water shader to be used for a small lake inside a cave
Solution: Produced a stylized water shader that has many features such as ripple speeds, lily pad painting, and distance fields
Outcome: User is immersed with the various interactions of the water shader
Solution: Produced a stylized water shader that has many features such as ripple speeds, lily pad painting, and distance fields
Outcome: User is immersed with the various interactions of the water shader
Procedural Generation

VR Fantasy Valley
Problem: Create a small VR environment in a short period of time
Solution: Used PCG, nanite, and master materials to create a scene
Outcome: Allowed me to dynamically place foliage and assets in the level with a few clicks
Solution: Used PCG, nanite, and master materials to create a scene
Outcome: Allowed me to dynamically place foliage and assets in the level with a few clicks

Random Level Generation
Problem: Create a small city scene
Solution: Randomly generate levels by using level loading
Outcome: Every play the user randomly generates building positions, AI, streets, etc
Solution: Randomly generate levels by using level loading
Outcome: Every play the user randomly generates building positions, AI, streets, etc
Tools

Multiversus Skin Data & Material Tool
Problem: Skin data and materials take too long to implement for each skin
Solution: Created a python tool that will automatically generate data with a lot less clicks.
Outcome: I am able to create skins in 5x less time than entering data manually
Solution: Created a python tool that will automatically generate data with a lot less clicks.
Outcome: I am able to create skins in 5x less time than entering data manually

Maya Lock & Quick Selection Python Tool
Problem: Modeling could be slowed down by manually clicking objects vertices.
Solution: Created a tool to save your selection, save and freeze transformations.
Outcome: More efficient modeling using tool
Solution: Created a tool to save your selection, save and freeze transformations.
Outcome: More efficient modeling using tool

Building Tool
Problem: Simple city environment would be boring with the same building sizes and types.
Solution: Created a tool to efficiently model buildings by using modular kit alongside procedural generation.
Outcome: Able to create multiple buildings within a few instances
Solution: Created a tool to efficiently model buildings by using modular kit alongside procedural generation.
Outcome: Able to create multiple buildings within a few instances

Waterfall tool
Problem: Hand-crafting individual waterfall assets for a project that requires a lot of them, and iterating on them, was extremely tedious.
Solution: Scripted a spline-based system which allowed the artist to dynamically shape their waterfall.
Outcome: Me and my teammates could easily manipulate the waterfall to fit with the environment without the need to go back into the 3D modeling software.
Solution: Scripted a spline-based system which allowed the artist to dynamically shape their waterfall.
Outcome: Me and my teammates could easily manipulate the waterfall to fit with the environment without the need to go back into the 3D modeling software.
Rigging & VFX

Graffiti Robot Rig

Backpack Rig

Journal Rig

Energy Orb VFX
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