Most of my work has been in shaders and pipeline tools, with some programming and character rigging thrown in for good measure.
Published titles:
I had the privilege of being lead technical artist on this project. In this role, I was responsible for guiding and tasking tech artists of different disciplines in support of project goals. I emphasized communication, education, and knowledge sharing within the tech art group in order to increase the group’s effectiveness and benefit to the project team. This was my first opportunity to be a lead, and I found the experience challenging yet rewarding and beneficial in many ways.
On the most recent Tomb Raider, I primarily worked on ocean water shaders. We used modified, overlapping Gerstner waves to simulate the motion of a violent ocean surface, and added added custom lighting to give the appearence of depth within the ocean. Getting the buoyancy equations to match the wave simulations was an interesting challenge.
This project is one of the highlights of my career. The Guardian of Light team was small and agile, and as such, all of us covered multiple roles. My responsibilites included shaders, environment art pipeline, and UI programming. Some of the shaders we developed for Guardian of Light included:
This was the first title I worked on. My responsibilities included environment and character shaders, and environment art pipeline tools. For the Lara's Shadow DLC we also developed some interesting full-screen warp effects to indicate when the Doppleganger was in a powered-up state.