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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Screencap of animation files being renamed

Screencap of animation files being renamed

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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A room generated from a Hilbert Curve

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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