2021 – present |
Designer / Developer
NVIDIA Santa Clara, California
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2019 – 2021 |
Sr Technical Designer
Magnopus Los Angeles, California
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2018 – 2019 |
Art Director
Method Studios (Method EXP, realtime unit) Santa Monica, California |
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Selected Projects: |
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[Undisclosed] Immersive realtime large-scale architectural visualization (Unity, 360° projection)
Realtime, non-linear 360° projected large-scale architectural visualization. Remotely controlled via custom tablet UI.
Responsibilities: Project Lead, Art Direction, Tech Art, UX/UI Design & implementation.
- Developed concept and navigation system for new immersive product in collaboration with creative director and client
- Art directed the project
- Designed and implemented UI system and various tech art components
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[Undisclosed] High-profile, location-based public space interactive AR experience (Unity, mobile)
Collection of diverse, location-based public space interactive AR experiences, deployed globally.
Responsibilities: Project Lead, Art Direction, UX & UI, Technical Art
- Co-lead project and art directed the project across multiple styles, ranging from experimental to high-fidelity
- Co-developed and iterated UX prototypes in collaboration with client, creative and engineering
- Implemented various technical art and UI components
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[Undisclosed] High-profile proof-of-concept AR prototype for product functionality visualization (Unity, mobile)
Responsibilities: Shader development, UX Design & implementation
- Assisted project lead & client in UX concept development
- Implemented various technical art and interaction components
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The Change (Unreal Engine 4, HTC Vive VR)
Prototype for high-fidelity, character-driven interactive narrative VR experience
Responsibilities: Concept Development, Art Direction
- Developed concept for interactive narrative in collaboration with creative
- Developed visual concepts for character/environment/props in collaboration with concept artist
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[Undisclosed] High-profile prototype for high-fidelity product visualization for mobile AR (Unreal Engine 4, mobile)
Responsibilities: Project Lead, Lookdev, Shader Development for performant & complex realistic materials
- Lead small team in creating multiple high-fidelity product assets following guidelines established by client
- Explored, implemented and evaluated several realtime techniques (e.g. complex shader setups) to achieve fidelity goal
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[Undisclosed] High-profile R&D prototype for gesture-controlled, realtime cooperative multiplayer experience (Unreal Engine 4, immersive projection)
Responsibilities: Gameplay prototyping & implementation, Tech Art
- Developed and implemented various gameplay prototypes in collaboration with small R&D team
- Developed and implemented several tech art components
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[Undisclosed] High-profile, location-based high fidelity AR architectural miniature visualization (Unreal Engine 4, mobile)
Responsibilities: Look development, shader development, FX
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[Undisclosed] Prototype for realtime VR live-action captured theatrical performance (Unity, Oculus VR)
Responsibilities: R&D, Tech Art
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2016 – 2018 |
Associate Art Director
Method Studios (Method EXP, realtime unit) Santa Monica, California |
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Selected Projects: |
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[Undisclosed] Mobile VR archery game (Unity, mobile VR)
Responsibilities: Gameplay/interaction design & implementation, Tech Art, Gameplay System Editor Tools
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Justice League VR (Unity, VR multi-platform)
Movie tie-in VR game; Collection of 6 mini games, each with individual VR-centric gameplay mechanics. Multi-platform release: Google Cardboard, GearVR, Oculus, Vive, PlayStation 4, IMAX VR.
Responsibilities: Art Direction, UX Design, Gameplay prototyping & implementation, UI, Tech Art
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Remembering Pearl Harbor (Unreal Engine 4, HTC Vive VR)
Interactive VR documentary piece commemorating the 75th anniversary of the attack on Pearl Harbor.
Responsibilities: Art Direction, UX Design & implementation, Tech Art
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2015 – 2016 |
Designer / Technical Artist
Method Studios (Method EXP, realtime unit) Santa Monica, California |
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Selected Projects: |
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GE Store (Unreal Engine 4, HTC Vive VR)
Interactive VR company showcase for trade shows
Responsibilities: UX Design & implementation, Tech Art
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GE GuardEon (Unreal Engine 4, HTC Vive VR)
Interactive VR product showcase for trade shows
Responsibilities: UX Design & implementation, Tech Art, Motion Graphics
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The Me In You (Unreal Engine 4, HTC Vive)
Prototype for interactive, episodic VR narrative experience with highly stylized visuals.
Responsibilities: Concept Development, Art Direction, Look dev & stylized shader development
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VR14 (Unreal Engine 4, HTC Vive)
Internal prototype for high-fidelity, interactive VR product showcase
Responsibilities: UX Design, Tech Art, Shader Development, UI/Motion Graphics
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ReCo (Unreal Engine 4, HTC Vive VR)
Interactive, realtime short-form VR narrative experience
Responsibilities: Tech Artist
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2007 – 2015 |
Graphic / Motion Designer
Freelance Bremen, Germany |
2004 – 2014 |
Graphic / Motion / Web Designer
closer, Focus, moskito Bremen, Germany |