Author: drew
Embedding a Processing Applet Example
[applet width=640 height=400 code=”step08_rollovers” file=”http://drewskillman.com/blog/wp-content/uploads/2012/02/step08_rollovers.jar”] A quick test! [/applet]
Concepts from Iron Brigade (Trenched)
Here are some paintover / concepts I did around the half-way point of Iron Brigade (aka Trenched)
Happy Action Theater Bar Basic Night
We took an xbox, kinect, and capture setup to the bar across the street from Double Fine. It was super…
Let’s make a ski video!
This was the ski video I made after the ill fated Double Fine Ski Trip this year. And this was…
Fly Eye iPhone App
Fly Eye – my experiment in creative coding is out on iPhone. It’s simple, but I wanted to take something…
Kinect + Spring Physics
This uses a fun GPU based spring effect I wrote for Double Fine Happy Action Theater. For each pixel, a…
Kinect motion blobs with Cloth Simulation
Another quick processing test to see what it would be like to interact with a cloth simulation with Kinect.
Oh yeah – I have a blog…
Well, trying to get back into the swing of updating this. I forgot about it for a while and now…
Happy Action Theater
On this amazing project I did technical art, visual effects, shaders, design, prototyping and took over for Tim Schafer as…
Stacking
The trailer for the amazing game Stacking!! I did all the lighting, visual effects, and technical art for the game…
I Want a Jet
It was just fleet week here in sf, and each time the F18’s rocketed overhead it sent a chill down…
Ahhh… Gamma. You crafty bastard.
Jon Hable gave a phenomenal speech at GDC 2010 last year that drove home for many people the importance of…
The angelic engine…
…keeps us safe when we fly through the air in our warm seats.
Rock Show VFX in Brutal Legend
A VFX presentation shown at GDC 2010.
Time Lapse Climates in Brutal Legend
This is a video showcasing the climate system for Brutal Legend. I collaborated with the engineering department (primarily our lead…
Climate Variation in Brutal Legend
This video showcases the climate variation in Brutal Legend. The first half of the video is time lapse, the second…
Ink Rendering in Brutal Legend
This video shows the ink rendering technology I developed for Brutal Legend with our graphics and animation teams. Ink was…
UV Displacement Particles
UV Displacement, aka UV Distortion, aka Pixel Offset, etc…, is a fantastically useful real time vfx technique where the particle…
Curl Noise Particles
An example of particles being influenced by curl noise. See the Brutal Legend VFX Presentation from GDC 2010, or the paper we got the…
Audio Driven Particles
Another processing experiment that drives particle forces and OpenGL shaders with audio.
Fluid Driven Voxels
A kinect/processing sketch I put together for the 2011 “I am 8 bit” show in LA. Haven’t captured the final…
Maya PDC (Particle Disk Cache) exporter
This script generates the Maya particle disk cache format. I’ve been wanting to be able to do this for quite…
Physics Driven Fur Shader in 3ds Max
HLSL implementation of hair/grass using the “concentric spheres” technique. This version expects a per vertex force component to be passed…
Grass Shader in 3ds Max
HLSL implementation of hair/grass using the “concentric spheres” technique. This version uses vertex data channels to control hair length, hair…
Relief Map Blending
Normal map and Relief Maps are blended in this shader. Depth, Diffuse, Specular and Normal maps are modulated based on…
Curved Relief Mapping in 3ds Max
This implementation of Fabio Policarpo’s Curved Relief Mapping uses a modified version of the CG shader he developed. Like standard relief…
Disaster Simulation
As a Member of Technical Staff at Oregon3D, I developed disaster simulation media for the city. We already had access…
Martian Telemetry Rendering
Photographs Showing Landscape, Geological,and Other Features of Portions of the Planet Mars I collaborated with Reed College Professor Ethan Jackson…