A mobile Unreal Engine project I worked on as a software engineer at EA Industrial Toys.
A hair shader I made for the mobile game uFighter at Tonk Tonk Games, inspired by the talk The Process of Creating Volumetric-based Materials in Uncharted 4 at SIGGRAPH 2016. It features the Scheuermann specular highlight model for hair rendering, an extra ambient occlusion map which utilizes the hair's secondary UV, and a faked transmission effect when the hair is seen against the light.
Credit: Warren Boonzaaier (Hair Authoring), Shalin Shodhan (IBL Shader Base).
A system I made for the game Exodus to add dynamic effects for vegetation. First, a custom Houdini tool was made to bake pivot information into the mesh. Then, in Unity, a Shader Graph shader unpacks the data and applies vertex animation to the model. The vertex animation logic is based on Unity's Book of the Dead demo.
Role: Houdini mesh processing tool, Wind shader.
A set of shaders and editor tools I made for the project Cutting Edge. The tool allowed the team to implement content-aware scene transitions with ease, for storytelling purposes. The shaders not only implements traditional film cut techniques like crossfading and wiping, but also effects that only make sense in VR like 3D spreading.
Role: Scene transitioning shaders, Unity editor tools.
A modern designed website with static front-end pages, cloud API and scalable judge servers.
Role: Front-end Implementation and Web Design.
Inspired by the poem, Stealing Flowers by Julie Peters, and brought to life with dancer Alejandra Caballero, the choreography by Olivia C. Davies seeks to express the nuances of love and loss with an affirmation of hope. A parallel story unfolds in a virtual environment reflecting the poetic words and the dancers’ movements.
Role: Programming.
I Am Afraid is a networked virtual reality application (currently for the Daydream platform) where multiple people can create interactive sound sculptures using their own voice.
Role: Programming, UX.