Unreal Eye Animation Tool
This is the end result of an eye animation tool I made for my capstone Scamp: High Hat Havoc. It allows the animator to animate eyes per animation in Unreal. I created it based off of what the team wanted and needed. The needs were . . .
Control of each eye per animation in Unreal
Ability to use handmade textures for different types and states of eyes
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Disintegration Effect and Material Pipeline
This was one of my first Scamp: High Hat Havoc tasks. The initial goal was to have vines that could disintegrate.
The final features . . .
Material function for disintegration
Restructured material usage in the project
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Renamer Tool
While supporting artists through a project I created a tool to rename multiple files. For the artist this is usually used for renaming textures for a prop or character that has too much gobbledygook. However, this tool can be used on any file type and number of files.
Tool use modified existing artist workflow to save time
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Hilbert Curve Procedural Project
The Procedural Project was a research project. The class goal was to go through the process of researching a tech art like feature and then taking that research and bring it to a point that you could show it off if not further. My goal was to try out procedural layout generation because it’s has always been that question that I could never get answered in any class. The big takeaways/ goals achieved . . .
UE4 C++ and Blueprint integration
Feature research and prototyping
Procedural content generation
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Day Night Cycle
This is a dynamic day night cycle created in UE4 for the second industry review at FIEA. I used this project to explore dynamic lighting and some of UE4's experimental features like Light Propagation Volumes.
The final features . . .
Fully dynamic scene
Use of engine features to aid dynamic light usage
Creation of a simple procedural geometry with Houdini
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