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Unreal Engine Technical Art

Welcome to my Unreal Engine Technical Art page.

 

I have 5+ years of experience creating inside Unreal, and extensive experience with Blueprints, Sequencer, motion capture, environment building, materials, shaders, virtual cameras and rendering, photogrammetry, realtime compositing, and VR / XR development. I use my own AMD Ryzen 9 3900X and RTX 3090 for my projects.

I use Unreal Engine 4 and 5, MotionBuilder, the Adobe Suite (Photoshop, After Effects, Illustrator, Premiere), Maya, Blender, ZBrush, Substance Designer and Painter, TouchDesigner, Houdini, and Resolve.

 

Below you will find a number of personal and professional projects I have worked on.

Body of Mine VR

BODY OF MINE is a full body, interactive VR exploration of gender dysphoria, trans identity, and our individual relationships with our bodies.

Combining immersive technology with stories of transgender individuals, the intimate experience asks audiences to step into the body of another gender, for an emotionally-charged combination of dance, animation, and interactive storytelling.

Tech art highlights include:

  • Accessible realtime VR full body MOCAP (HTC Vive + Trackers + MetaHumans) involving custom blueprints and an Inverse Kinematics Solver

  • Procedurally-generated environment and textures

  • Controller free gestural based interaction for VR 

  • Realtime skeletal mesh morphing

  • MOCAP animation capture and cleanup using Motive and Motion Builder

  • LGBTQ+VR empathy-focused design

I was the director and lead artist and engineer for this project.

Full website...

Walkthrough Trailer:

Behind the Scenes Breakdown:

Though I Do Not Know This Raven, We Seem to Share a Familiar Pain

This project is an exploration of optimizing UE5's realtime performance for live-action filmmaking. 

This is a pre-visualization for a short film to be shot in October 2022. Following a young Jewish boy, a dead man, and a raven, the film explores the generational trauma of the Holocaust, told through the eyes of a child's nightmare.

I was the sole artist for this project. This is a work in progress.

Tech art highlights include:

  • Procedurally-created environment to allow for realtime changes to the world, groom, materials, lighting, and particle systems

  • Optimization to support live-action filmmaking and realtime rendering

  • Custom strand-based feather and particle systems using Niagara & Groom

  • Original environment painted with ZBrush

  • Realtime compositing with live camera tracking using an HTC Vive Tracker, Blackmagic Pocket Cinema 4k, and an RTX 3090 powering UE5

don't you wonder?

When two extraterrestrial androids discover an uninhabitable planet Earth, they contemplate the meaning of life, religion, and human conquest.

Set 50,000 years in the future, "don't you wonder?" meditates on a post-human Earth through the lens of AI. This short film was written, directed, animated, and created solo by me.

Tech art highlights include:

  • Custom underwater lighting design

  • Atmospheric particle simulation with Niagara

  • Unique character animation in editor

  • Virtual cameras and editing using Sequencer

I was the sole artist for this project.

Full short film:

re...

"re..." is a distance... it is a feeling, a meditation, a daydream. It is my way of coping with growing older. It's a collection of the past, a portrait of a memory, a longing for a place distanced by time. 

This is an ongoing project, a combination of photogrammetric scans of my family inside Unreal Engine 5 to meditate on the liminal space between goodbye and hello.

Tech art highlights include:

  • Photogrammetry captured using an iPhone 13 & Lumix DSLR

  • Custom Niagara particle systems

  • Virtual lighting and cinematography

I am the sole artist for this project.

Heartbeats

At the stroke of midnight, a puppet awakes. "Heartbeats" explores freedom, confinement, and isolation through the metaphor of a dancing puppet, utilizing vertical cinema to emphasize the brutality of his loneliness.

This project was an exercise in vertical filmmaking, real-time compositing, photorealistic rendering, and shoestring VFX. 

Tech art highlights include:

  • Realtime compositing using Composure, polished in After Effects

  • Custom lighting design with a moving environment, animated and modified on set in realtime to allow for choreographic exploration

  • Handheld virtual cinematography using Vive Tracker motion, mounted to a Blackmagic Cinema Camera 6k

  • Rendering pipelines in UE4 to achieve believable photorealism

  • Animation hierarchies to allow for patterns and cause-and-effect simulation of moving gears

I was the sole artist for this project.