Teach yourself. Unity, C#, programming. After an inordinate amount of time, Gravity’s Reign was successfully launched in the iOS store as an independent solo game development project.
The objective is simple, hit the target. But this is an n-body gravitational simulator, so finding the right trajectory will be harder than you think.
Building things from the ground up is always a challenge, but challenges are what we sign up for. Avatar Chat is the social messaging function for Magic Leap. We were asked to deliver a convincing social presence with customization options to enable diverse looks.
And a few flabongos.
This was no easy journey. But the creative process really paid off. Every element here was modeled practically, then recreated digitally to get the fanciful animations and transitions.
The creative vision on this one was solid, and there’s very little of this I can’t take ownership of. Lot of sweat went into it, and I’m still proud of its craftsmanship.
This was a great partnership in the trenches, a super small team, wearing many hats, executing fast, with a creative that simply loved what they saw. Work is fun when everyone agrees that things are going well.
So. Much. Testosterone!
This project was an interesting challenge in that I was brought on midway through development to rig and re-animate what already existed. An incredibly complex piece that blasts by in seconds, rigging and animating this project was not unlike rebuilding an airplane.
While it was flying.
Lego Star Wars
Legos, character driven action, focused art direction, gun fu, and poop as a punchline.
Sometimes it’s just perfect.
Oculus | Edge of Nowhere
The FX work on this spot proved to be a great amount of fun. Physics, particles, dynamics, destruction, all wrapped in a snowball.
Oculus | The Climb
All the thrill without the pain of gravity. One of VR’s best looking debut titles. Animating and FX on a sport I like in the real world was quite satisfying.
The brief was to make something that would force MMA Legend Conner McGregor to back down. Glowy fists that smash through concrete walls seems like a step in the right direction.
Happy Honda Days
Snow drifts, tiny hats, little cars. Miniature work has always been a fascination; irregularly, a hobby as well. Marrying practical miniatures with live action and CGI elements helps bring this spot together in a believable manner.
In the earliest of days, everything in VR was new and difficult. The tech was even more nascent than now, the strategies of utilizing it and presenting in it understood not at all.
I will always fondly remember the creative problem solving that went into the implementation and aesthetics of this little piece, and interactive bit to introduce the User to the Google Daydream and accustom them to the experience.
This was the first foray, when codecs couldn’t handle the 360 stereoscopic nature of pre rendered VR, when we struggled to find ways to transition and hide things that in the past were done simply by moving the object off screen. Now, with the user able to look anywhere, giving a cinematic experience provided a whole raft of head scratchers.
That’s a fun place to be.
Another one of those jobs accomplished by an impossibly small team. When that team is filled with talented hard working individuals who jive with each other, anything seems possible. Definitely flashes back to a childhood spent with tabletop miniatures.
Oreo is a crowdpleaser, and this spot is true to character. The whimsical track and art direction mesh together wonderfully in a spot that demands to be looped.