MENU

Global Furniture Group

My primary function at Global Furniture Group has been developing an extension for Configura’s CET Designer, a software package that allows manufacturers to add intelligence to their products during the design process. This entails fully understanding how each product operates and interacts with others and programming the rules and interactions for their 3D representations to reflect their real-world uses. As the Lead Developer, I gather project requirements, delegate tasks, organize bi-weekly sprint plans, and run daily Scrum meetings. With CET Designer running on a proprietary programming language (CM), I also train new developers on the language, platform, and our code base. As we complete our programming for product lines, I also organize postmortems to review the process so we are better equipped for the next phase of development. On the user-facing side, I assist with training and monitor bug fixes, making sure issues are handled in a timely manner and our development stays true to our timeline.
Read More ›

Shanghai Apartment

Contracted by Johnson & Johnson to build a virtual reality architectural visualization of an apartment in Shanghai, I worked through Game-U as the lead artist to create an experience that depicted the average life in China’s largest city. Given a set of images and tasked with recreating those spaces, I blocked out the rooms, built and textured models, staged the room and setup the lighting, constantly integrating feedback from the clients at Johnson & Johnson.  The space was built to scale and ensured to work properly with the Oculus Rift DK2.
Read More ›

Summer 2015 “Pro” Camp at Game-U

(Scroll to the bottom to see the complete student gallery.) By the time students attended this camp, some students had been taking classes at Game-U for over a year, working on various aspects of game development, but never really building a complete project.  So for our most dedicated students, I developed a deep and intense week-long curriculum that culminated in their first full game. The camp sought out to teach, in-depth, a variety of skills necessary to building the complete, functional racing game, while leaving it open enough so that each student could make it their own.  We covered a wide variety of topics across several software packages. Topics in Unreal Engine 4 included: BSPs Terrain & Foliage Setting Up Materials Setting Up Input Bindings Scripting with Blueprints Assembling Actor Blueprints HUDs Networking Topics in Blender included: Manipulating Sub-Objects Geometry Resolution Modifiers UVs, Texturing & Baking Topics in AwesomeBump included: Physically Based Rendering Generating & Tweaking PBR Maps Through these software packages, the students were able to establish a simple pipeline that allowed them to go back and make modifications to any asset and bring it back into their game with ease. Some of the mechanics we built included: Difference […]
Read More ›

Game-U

As an Instructor & Curriculum Developer at Game-U, I had many responsibilities geared towards preparing our students for making the games they are interested in.  We aimed to create a fun, educational environment for students (including those with special learning needs) to explore the various disciplines of game development and pursue the topics they enjoy most. Some of my responsibilities included: Develop engaging curriculum that encourages students to delve deeper into any given topic.  Lessons are designed to have students explore the topic of the day, learn how to build it, then practice what they have learned with less guidance. Research topics relevant to each class' interests.  Our classes are structured so that students with similar interests are grouped together so that the topics covered are of interest to all students.  After researching the topics, any assets and scenes necessary to teach are created and tested beforehand to ensure students will be able to grasp the concepts and have the skills needed to practice on their own. Instruct in a manner that efficiently portrays the knowledge necessary to master the workflow and articulate it in a way students, who may or may not have relevant prior knowledge, can understand. Additionally, I developed and taught curriculum […]
Read More ›