We’ve been acquired by Google!
Exciting times. http://www.roadtovr.com/google-acquires-tilt-brush-developer-and-thrive-audio-to-add-to-vr-team/ https://developers.googleblog.com/2015/04/works-with-google-cardboard-creativity.html
Tech Art
Exciting times. http://www.roadtovr.com/google-acquires-tilt-brush-developer-and-thrive-audio-to-add-to-vr-team/ https://developers.googleblog.com/2015/04/works-with-google-cardboard-creativity.html
Here are all of my notes from the Visual Effects Artist Roundtable sessions at GDC.
One of my absolute favorite projects – Kinect Party! I had the enormous privilege of being Project Lead, as well…
Dead Balls is the result of the 48 hour “molyjam”, in which Lee Petty, Patrick Conner, Bill Gahr, Alex Vaughan,…
This is a music visualization I made for a song from our (currently unnamed) band. The track was from a…
A couple animated gifs from the night we took our game Happy Action Theater across the street to Bar Basic….
We took an xbox, kinect, and capture setup to the bar across the street from Double Fine. It was super…
This uses a fun GPU based spring effect I wrote for Double Fine Happy Action Theater. For each pixel, a…
On this amazing project I did technical art, visual effects, shaders, design, prototyping and took over for Tim Schafer as…
The trailer for the amazing game Stacking!! I did all the lighting, visual effects, and technical art for the game…
This is a video showcasing the climate system for Brutal Legend. I collaborated with the engineering department (primarily our lead…
This script generates the Maya particle disk cache format. I’ve been wanting to be able to do this for quite…
HLSL implementation of hair/grass using the “concentric spheres” technique. This version expects a per vertex force component to be passed…
HLSL implementation of hair/grass using the “concentric spheres” technique. This version uses vertex data channels to control hair length, hair…
Normal map and Relief Maps are blended in this shader. Depth, Diffuse, Specular and Normal maps are modulated based on…