ElemenTerra

ElemenTerra

You are an Elemental, a caretaker of nature. When a strange cosmic storm decimates your isle, you must master new creation powers to revive its inhabitants and restore it to paradise! Summon plants to provide food for creatures, reshape the terrain to form pathways that lead creatures to shelter, destroy troublesome rubble, and fly comfortably throughout an open world.

Freeform Labs designed, developed, and shipped this nature-inspired location-based VR game. I was its Art Lead/Director, and participated throughout much of the pipeline - from interactive design, to asset creation, implementation, and management.

Winner of the 2019 IndieCade Europe Environmental Design Award

Craftmas

Craftmas

Craftmas is a virtual winter wonderland, developed by Freeform Labs, where anyone can create their own colorful 3D ornaments, decorate a tree, and take pictures to share their festive world. Whether you wish to build a simple snowman or a masterfully-engineered sleigh, Craftmas gives you the easy-to-use tools to get creative in 3D. Built for first-time VR users as well as experienced early-adopters, the Creation Station features both Easy and Advanced modes. We created Craftmas to share our love for VR with friends and family - and now, the broader community - in a way that brings everyone together.

Knockout League (Quest)

Knockout League (Quest)

“Welcome to the Knockout League, a single player arcade style boxing game built from the ground up for Virtual Reality. Its intuitive gameplay involves moving and dodging with your body and 1:1 punch movement that lets you attack how you want without relying on buttons for main gameplay. Train up with various boxing drills to take on a crazy cast of characters with different fighting styles and gameplay in order to become the champion of the Knockout League!”

Freeform Labs was hired by Grab Games to port their popular VR title Knockout League from PC VR to Oculus Quest (mobile VR). We worked closely with Grab to modify and optimize the title while retaining its look and feel. Our work was accepted by Keywords QA, passed Oculus’ stringent performance testing, and was successfully shipped on time for its scheduled release. Much of the work I did was focused on analyzing, replacing, editing, and restructuring scene assets - and creating documentation for the team.

Space Force 2099

Space Force 2099

The first mocap-driven, realtime engine rendered, animated film submitted to the 48hr Film Race. The large volunteer team was split into various departments, and self-organized within each. Production took place truly within 48 hours at Fonco Studios. I stepped up to coordinate our action plan with the team, delegated tasks based on everyone’s strengths, and set up a pipeline progress chart for us, the producers, and various department leads to reference throughout production. Our team provided the scene assets, environment animations, lighting, and rendering in Unreal.

[VR MEDIA BROWSER APP]

Freeform Labs was hired to finish the development of an unannounced VR media application in conjunction with another development studio. Fun fact: It is currently the only media browser to our knowledge that is capable of displaying gifs. I provided UI feedback and animation, environment lighting and layout, UX design, and optimization.

[VR NARRATIVE PROJECT]

Freeform Labs was hired as a strike team to help another studio overcome technical hurdles before a tight deadline. We provided technical pipeline assistance and consultation, both on-site and remote. I handled visual optimization, including poly-reduction of environment assets, and re-implementation of various frame-by-frame animations comprised of individual models.

Masters: Vino e Vernice

Masters: Vino e Vernice

Completed a sample of the larger story as a self-managed Directed Studies project under the mentorship of independent animator Sheila Sofian at the University of Southern California’s School of Cinematic Arts. Paula J Collins wrote the story, and we worked together as a tag-team to create the posted pages. I researched historical costuming, maps, building floor plans, interior design; collaborated on panel layout; and inked sketches (esp. detailing and lettering).