For All Mankind Season 3 - UE 4.27

I worked for a year on this project with one other primary artist, and was responsible for several of the main environments from concept through execution. We were provided rough concept from the client along with lidar scans of the large cliffs and other structures. In the breakdown above, I was responsible for many environments, including the first two establishing shots.

I built these environments from the ground up which included all of the environment design, layout of assets, building materials, integrating unreal assets with the plate photography, rough lighting, troubleshooting renders, and overall look development. I also supervised and gave direction to other artists as they were added to the project.

In addition to Unreal, I also used Quadspinner’s Gaea extensively to build terrains, and Maya and Zbrush to edit assets as needed.


Zoic’s Megagrant Project - late 2020

The Epic Megagrant Project really launched the realtime department at Zoic - all the way back in UE4.25.

I was provided the lidar scanned alley and was responsible for the overall look of the piece, including building mood boards and concept. I then went on to also handle all of the alleyway materials, lighting, lookdev and set dressing, character lighting, and subsurface character materials.

It was such a great project with a very small team - it was such a great experience collaborating and problem solving in this new medium!

Software: Unreal 4.25, Maya, Zbrush, Substance Painter.


This virtual production project was a blast!
I designed the environment, and then built it out and lit it with another team member using a combination of edited marketplace assets and original assets. We optimized everything for the LED wall, and the on-set team did an amazing job of getting it all up and running on shoot day.

Motion graphics were later added in the traditional comp pipeline!


 

My project for the Summer 2020 Unreal Fellowship for Virtual Production -

Inspired by the greek myth of Eris sneaking into the garden of the Hesperides - past the guardian dragon - and stealing the golden apples.

My intention for this project was to explore environment design, foliage, grass systems and lighting in-engine -

The assets for this piece are a combination of Megascans assets, and Speedtree generated trees
All mo-cap + the Echo character were provided by the awesome team at Epic

The terrain was generated in Quadspinner’s Gaea - the landscape shader was a marketplace asset further customized using megascans materials.