![]() ![]() Highlights include realistic smoke and fire, flimsy destruction, and subtle environmental fx (sand, falling ash, blowing newspaper, etc). Titles worked on include:Ĭreated photorealistic effects and connected them in game with proper logic, created fluid sims, did environment fx dressing, fixed bugs and performance problems, and built materials/shaders for Wargaming’s unreleased title. Highlights would include fx for building destruction, designing holograms and video ads for environments, and explosions. I also helped with some creative preproduction tasks such as research and documentation. Built fx libraries, managed VFX technological needs, and updated fx and art across different projects. Harebrained SchemesĬreated particle systems and fluid simulations, flipbooks, concept designs, and materials/shaders. Highlights would be all the fantastic and unique Vampire ability VFX I was able to create, allowing me the opportunity to create complex, more AAA-quality effects than ever before. Also briefly joined the FX team on Call of Duty: Cold War Zombies. Identified VFX needs, tracked tasks, set up pipelines, and optimized VFX performance. Made AAA VFX for Bloodlines 2, starting from concept design and storyboarding, texture creation, and fluid simulations, to creating particle systems, material/shader building, modelling, content programming, environment dressing, and setting up VFX in sequences/timelines. Highlights so far include FX throughout the Klaw Raid mission in Wakanda, such as environmental FX and sonic EMP bursts, and special Spiderman takedowns. ![]() This includes building complex systems, fx templates, and new modules in Niagara, fx content programming, set dressing, creating fluid sims in Embergen and Houdini, modeling, flipbook and texture creation, material authoring, library and task management, bug fixing, and optimization. Creating AAA VFX, as well as setting up and documenting new FX pipelines, for Perfect Dark and Marvel's Avengers.
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