Work

Code

Most of the projects I work on are under NDA for obvious reasons, so I won't be able to share them here. However, if you want a general idea of what I do and how I do it, please take a look at my Github or Bitbucket.

Some personal code projects I'm happy with include:

I also write tutorials on various subjects, such as this one on x64 assembly in Windows, and this one on writing Python C++ extensions for Maya.

If you'd like to see more, simply peruse my repositories, or take a look at my blog.

Projects

A selection of various endeavours I've embarked on in my professional career.

Blizzard Cinematics

I work on the Front-end Technical Director team as one of the TDs, and develop the tools and technologies behind all the cinematics in Blizzard titles, which ranges from working on user-facing products such as DCC tools in Maya, Photoshop, other proprietary software and so on, to working on the lower levels of abstraction such as Maya custom nodes, both custom and OSS file format parsers such as Alembic, working with custom engines or debugging problems that range from all the way in JavaScript or Python, to C/C++, or right down to the assembly if needed.

Below is a small selection of just some of the cinematics that our department produces with the backbone of our team's products and the skill of our artists combined.

Diablo IV Announcement Cinematic

Overwatch 2 Announcement Cinematic

Overwatch - Shooting Star

Overwatch - The Last Bastion

Overwatch - Dragons

World of Warcraft: Battle for Azeroth Cinematic Trailer

World of Warcraft: Old Soldier

Hearthstone: Hearth and Home

Frostburn Studios

While working at Frostburn Studios, I designed and implemented the studio's fledging art asset pipeline, integrating ftrack into 3ds max, which was the studio's primary DCC at the time. I also worked on setup of all tools and the Amazon S3 backend required to hold the art assets at the time.

Never Alone

Technical Animator. Did in-game/cinematic character animation, along with writing asset pipeline tools, shaders/lighting development and helping with debugging gameplay programming when needed.

Dark Grounds

Worked as a FX artist, responsible for environmental/abilites visual effects.

Personal

Non-professional projects that I've worked on over the years.

Bait & Switch

Student film from DigiPen Institute of Technology. Lead artist on the team, and worked on everything from intial concepts to final renders.

Rigging

FX