Demo Reel Breakdown

I completed all of the work described below, unless otherwise noted.

Take from the FX development for the animated short Second Wind, 2010. The paper bag simulation was created with Maya nCloth using a low poly proxy mesh and custom painted weighting for bend and mass properties. The shader is mentalray mia_material_x, with custom maps for diffuse, specular, transluscence, refraction, and transparency. 

 

DESTRUCTION SYSTEMS

 

Final composite from Desert Destruction, 2011. This content was created for my Siggraph 2011 presentation during the Destruction and Dynamics for FIlm and Game Production course. In addition to showcasing the features I added to the Dynamica toolset, this shot also shows CG content composited into a live-action matchmoved plate.

Textures by Rocky Bright

Intro plate from my Siggraph 2011 presentation. This piece shows the Siggraph slideshow template shatter and crumble. A flattened box was voronoi pre-shattered and converted into a rigid body simulation using Dynamica. The crumbling effect was created with a "daisy chain" activation pattern.

Siggraph logo © ACM SIGGRAPH


Take from the FX development for the 2011 Dam Short Film Festival Intro. A topologized Zbrush sculpt was voronoi pre-shattered and converted into a rigid body simulation using Dynamica. The progressive crumbling effect was created with a voronoi activation field. Maya nParticles and fluids control the sand, silt, and dust simulation.

Modeled and textured by Rocky Bright

Game Concept Art for The Implosionist, a desruction puzzle game conceived in 2007. The original idea was to play as a demolition artist responsible for felling condemned buildings. Each building would be analyzed using an xray style depth penetrating camera. A finite number of explosive charges would be provided for each job. The player would control the special camera and indicate charge placement within this view. Visuals incorporate realtime physics and detailed views of urban decay.
Video footage of Tower Toppler for iOS and Android mobile platforms. Created in 2012, Tower Toppler is a continuation of The Implosionist concept. The game presents the player with constrained rigid body frames which must be collapsed without touching nearby buildings. Designed with 50 progressively more difficult levels, Tower Toppler is on track for public release in 2013.

 

BIRDS & BEHAVIOR

 

Final shot from the animated short Second Wind, 2011. The stylized floating piece of trash was created with a Maya nCloth simulation and then processed into a vector shape sequence with Adobe Illustrator. This project involved a wide range of production processes including: processing video footage, vector shape conversion, and painting additional frames by hand. Software used: After Effects, Maya, Photoshop, Illustrator, and Flash.
Take from the FX development for the animated short Second Wind, 2010. This shot demonstrates shape morphing between a Maya nCloth simulation and a rigged character. The effect was created using the similiar mesh attraction controls in Maya.
Game Concept Art for Wings of Deceit, a pigeon simulation and surveillance game conceived in 2007. Control a robotic spy bird drone. Missions range from intrusion detection to surveillance and photography. The android bird must blend in with real birds in order to avoid detection and complete each mission. Bird-like behavior must be maintained at all times under the constraints of a finite power supply and mission objectives. Controls permit simultaneous behavior blending and subject targeting.
Gameplay footage of Wings of Deceit prototype showing behavior analysis of pigeon flock. Player must analyze the movement and behavior of natural pigeons.
Gameplay footage of Wings of Deceit prototype showing mimicry camouflage. Player must mimic the behavior of natural pigeons in order to remain camouflaged.
Gameplay footage of Wings of Deceit prototype showing a surveillance mission. Player must maneuver the SynthiSquab 9000b robotic avian surveillance device into range for audio recording.

 

FX & Lighting

 
Take from the FX development for Fire Hound, 2011. A Maya 3D fluid simulation was used to create the fire effects which are emitted directly from the character mesh. An nParticle system controls the embers and an expression controlled point light simulates flickering light on nearby objects.

Scene from the animated short Winthrop and Chester, 2013. The lighting for this traditionally animated short was created in After Effects using color shifting, fills, and glows.

Animation by Audrey Lucas

Take from the FX development for Tuck & Roll, 2010. The lantern is controlled by a Maya nCloth simulation and animated with a spherical "containment" field. The field imparts forces on the nCloth position providing positional control for animation. The shader is mentalray mia_material_x, with custom maps for diffuse, specular, transluscence, refraction, and transparency. 

Final shot for Ghost Motel, 2013. This effect was achieved by matchmoving the camera, building accurate proxy geometry, animating and rendering the lighting effects, adjusting the original footage, and compositing the results.

Original footage filmed at the Neon Boneyard


 

STUDENT WORK

The work shown here was completed by my students in various classes since 2009. I believe a combination of rigorous skill building and creative freedom can maximize student potential.