Downloadable QuickTime (15 mb) Resume (PDF) Shot List (PDF) projects jetset live action vfx 0:40 QT7 39 mb my studio 1 project at the savannah college of art and design. cg plane crash scorching over a quiet suburb, concluding in fiery destruction just a few streets over. includes a shot breakdown. software used: maya, shake, photoshop, after effects read: production blog from space cg animated short 2:14 QT7 13 mb short cg animation set in the vasts of space. done as a group project for Kirt Witte's intro to maya class. responsible for shot design, planet construction, and some compositing software used: maya, shake, after effects nature mort procedural renderman shader demo 1:15 QT7 8mb quick demo and breakdown of a procedural shader meant to make a pear appear as though it is rotting. written in renderman shading language for Malcolm Kesson's Renderman I class. software used: maya, photorealistic renderman, cutter read: tutorial write-up, full course work vase shader procedural renderman shader demo 0:15 QT7 1.2mb an interesting shader written as an exercise in for class. the vase shader calculates specularity and reflection, then the displacement, and then projects the lighting calculations over top of the displacement as if it were a new layer. the result is an apparently glossy finish with a strong subtexture. software used: maya, photorealistic renderman, cutter read: course work frost shader procedural renderman shader demo 0:12 QT7 1mb my final project in Malcolm's Renderman 2 class. i wanted to create a fully procedural frost shader written in the shading language. on top of that i wanted to make the frost appear as if it were "growing" across a surface. the shader is also fully reflective and refractive, as can be seen over the grid pattern. software used: maya, photorealistic renderman, cutter read: course work marlboro reds cg motion still life 0:07 QT7 7mb photorealism project for my textures and shaders class. rendered in mental ray. software used: maya, photoshop, shake killfest cg motion still life 0:33 QT7 10mb this was an environment i built as a part of a highly short lived class group project called Killfest. also includes a breakdown of all the elements that went into the shot. software used: maya, after effects, photoshop, shake coke commercial motion graphics / post-production 0:31 QT7 20mb my had a bit of extra time during a past quarter, so offered my help to a group of film majors working on a coke commercial project. mostly just an exercise in motion graphics and some post effects. software used: maya, after effects, photoshop level design dm_enzo 4-8 players enzo was my first in half-life 2 deathmatch maps. I wanted to make the setting at least slightly out of the ordinary, as I was getting tired of seeing warehouses and city streets. its a fun romp on a vertically based layout in a decommissioned rocket facility in the deep arctic. it has most weapons from the HL2 arsenal, outside of the RPG and the slams. read: details and screenshots download: local / filefront / fileplanet nowhere zombie based survival horror the long drawn out, now defunct, single-player mod that has seen more development time than duke nukem forever, and has just as much to show for it. seeing as though i like getting a return from even my failed projects, ive supplied the source files on the page linked below. read: details and screenshots salvage film noir sci-fi a certainly long untreated but not-as-dead-as-Nowhere single-player Source project I've been putting work into every so often where you take the role of a scrapping private eye journalist investigating a state myth, multiple disappearances, and an abandoned steel mill just off the highway. read: details and screenshots
Downloadable QuickTime (15 mb)
Resume (PDF) Shot List (PDF)
my studio 1 project at the savannah college of art and design. cg plane crash scorching over a quiet suburb, concluding in fiery destruction just a few streets over. includes a shot breakdown.
software used: maya, shake, photoshop, after effects read: production blog
short cg animation set in the vasts of space. done as a group project for Kirt Witte's intro to maya class. responsible for shot design, planet construction, and some compositing
software used: maya, shake, after effects
quick demo and breakdown of a procedural shader meant to make a pear appear as though it is rotting. written in renderman shading language for Malcolm Kesson's Renderman I class.
software used: maya, photorealistic renderman, cutter read: tutorial write-up, full course work
an interesting shader written as an exercise in for class. the vase shader calculates specularity and reflection, then the displacement, and then projects the lighting calculations over top of the displacement as if it were a new layer. the result is an apparently glossy finish with a strong subtexture.
software used: maya, photorealistic renderman, cutter read: course work
my final project in Malcolm's Renderman 2 class. i wanted to create a fully procedural frost shader written in the shading language. on top of that i wanted to make the frost appear as if it were "growing" across a surface. the shader is also fully reflective and refractive, as can be seen over the grid pattern.
photorealism project for my textures and shaders class. rendered in mental ray.
software used: maya, photoshop, shake
this was an environment i built as a part of a highly short lived class group project called Killfest. also includes a breakdown of all the elements that went into the shot.
software used: maya, after effects, photoshop, shake
my had a bit of extra time during a past quarter, so offered my help to a group of film majors working on a coke commercial project. mostly just an exercise in motion graphics and some post effects.
software used: maya, after effects, photoshop
enzo was my first in half-life 2 deathmatch maps. I wanted to make the setting at least slightly out of the ordinary, as I was getting tired of seeing warehouses and city streets. its a fun romp on a vertically based layout in a decommissioned rocket facility in the deep arctic. it has most weapons from the HL2 arsenal, outside of the RPG and the slams. read: details and screenshots download: local / filefront / fileplanet
the long drawn out, now defunct, single-player mod that has seen more development time than duke nukem forever, and has just as much to show for it. seeing as though i like getting a return from even my failed projects, ive supplied the source files on the page linked below.
read: details and screenshots
a certainly long untreated but not-as-dead-as-Nowhere single-player Source project I've been putting work into every so often where you take the role of a scrapping private eye journalist investigating a state myth, multiple disappearances, and an abandoned steel mill just off the highway.