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DREW SKILLMAN

Tech Art

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Visual Effects

Screen Shot 2015-07-19 at 12.55.24 AM

Plasma Ball HMD + Leap

June 11, 2014July 19, 2015 drew

The Plasma Ball Prototype explores skeleton tracked hand interactions in VR and AR.

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Screen Shot 2015-07-20 at 1.32.07 AM

Tilt Brush

April 12, 2014November 26, 2016 drew

Tilt Brush is a VR Painting app built for Oculus Rift, Google Cardboard, and the HTC Vive.

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Screen Shot 2015-07-19 at 12.59.08 AM

Shooting Gallery | Leap Motion Prototype

April 11, 2014July 19, 2015 drew
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Area Lights

March 31, 2014July 19, 2015 drew
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Screen Shot 2015-07-19 at 12.53.04 AM

Skillman & Hackett Prototypes (Summer 2014)

March 11, 2014November 26, 2016 drew

This is a collection of work from Summer 2014.

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Screen Shot 2015-07-20 at 12.50.01 AM

Dropchord

July 1, 2013July 20, 2015 drew
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Screen Shot 2015-07-20 at 12.59.04 AM

Galaxy Formation

October 22, 2012 drew

I took a lot of artistic liberties with this, so I wouldn’t say it’s scientifically accurate in any respect.  I…

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Screen Shot 2015-07-20 at 1.00.20 AM

Direct X 11 + Unity

October 22, 2012July 20, 2015 drew

Got a new graphics card a couple weeks ago and wanted to put it through its paces.  I was pleased…

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Screen Shot 2015-07-20 at 1.13.19 AM

Experiments in Processing – Fire

March 31, 2012March 31, 2014 drew

More Fire! A processing experiment that combines Memo Akten’s awesome MSAFluid library with a bunch of particles and OpenGL render…

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iam8bit_kinect_1524

“Super I Am 8 Bit” Gallery Exhibition

February 26, 2012July 20, 2015 drew

Below are some pics and video of the Super I Am 8 Bit Gallery Show where I installed a series of…

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Screen Shot 2015-07-20 at 1.06.39 AM

Kinect + Spring Physics

March 31, 2011July 20, 2015 drew

This uses a fun GPU based spring effect I wrote for Double Fine Happy Action Theater. For each pixel, a…

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Screen Shot 2015-07-20 at 1.08.18 AM

Kinect motion blobs with Cloth Simulation

March 31, 2011March 31, 2014 drew

Another quick processing test to see what it would be like to interact with a cloth simulation with Kinect.

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Screen Shot 2015-07-20 at 1.09.32 AM

Time Lapse Climates in Brutal Legend

March 31, 2009March 31, 2014 drew

This is a video showcasing the climate system for Brutal Legend. I collaborated with the engineering department (primarily our lead…

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Screen Shot 2015-07-20 at 1.09.53 AM

Climate Variation in Brutal Legend

March 31, 2009March 31, 2014 drew

This video showcases the climate variation in Brutal Legend. The first half of the video is time lapse, the second…

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Brutal Legend VFX Reel

March 31, 2009March 31, 2014 drew

A smattering of vfx samples from Brutal Legend with shot breakdowns.

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Ink Rendering in Brutal Legend

March 31, 2009March 31, 2014 drew

This video shows the ink rendering technology I developed for Brutal Legend with our graphics and animation teams. Ink was…

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Screen Shot 2015-07-20 at 1.16.52 AM

UV Displacement Particles

March 31, 2009March 31, 2014 drew

UV Displacement, aka UV Distortion, aka Pixel Offset, etc…, is a fantastically useful real time vfx technique where the particle…

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Screen Shot 2015-07-20 at 1.18.28 AM

Curl Noise Particles

March 31, 2009March 31, 2014 drew

An example of particles being influenced by curl noise. See the Brutal Legend VFX Presentation from GDC 2010, or the paper we got the…

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Screen Shot 2015-07-20 at 1.20.01 AM

Audio Driven Particles

March 31, 2009March 31, 2014 drew

Another processing experiment that drives particle forces and OpenGL shaders with audio.

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Screen Shot 2015-07-20 at 1.17.49 AM

Fluid Driven Voxels

March 31, 2009March 31, 2014 drew

A kinect/processing sketch I put together for the 2011 “I am 8 bit” show in LA. Haven’t captured the final…

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Screen Shot 2015-07-20 at 1.19.31 AM

Physics Driven Fur Shader in 3ds Max

March 31, 2007March 31, 2014 drew

HLSL implementation of hair/grass using the “concentric spheres” technique. This version expects a per vertex force component to be passed…

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Grass Shader in 3ds Max

March 31, 2007March 31, 2014 drew

HLSL implementation of hair/grass using the “concentric spheres” technique. This version uses vertex data channels to control hair length, hair…

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Relief Map Blending

March 31, 2007March 31, 2014 drew

Normal map and Relief Maps are blended in this shader. Depth, Diffuse, Specular and Normal maps are modulated based on…

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Curved Relief Mapping in 3ds Max

March 31, 2007March 31, 2014 drew

This implementation of Fabio Policarpo’s Curved Relief Mapping uses a modified version of the CG shader he developed. Like standard relief…

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Disaster Simulation

April 1, 2005April 1, 2014 drew

As a Member of Technical Staff at Oregon3D, I developed disaster simulation media for the city. We already had access…

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Copyright Drew Skillman 2015