Portfolio

Animation Reel

Modeling and Rigging

Tool Development

During my time as a software engineer at WIN Reality, a VR baseball company, I had the opportunity to tackle various technical challenges, including:

  • Developing tools for managing extensive pitcher data
  • Building a video pipeline
  • Creating real-time mesh generation for swing paths in VR baseball
  • Manipulating viewport matrices to achieve a fisheye effect

While developing Variant: Limits at Triseum and the LIVE Lab, I built various tools, including:

  • A user interface builder in Unity that enabled artists to create experiences within our system
  • A tool for retrieving and compressing binary assets in the game
  • A tool for interfacing with artists’ Houdini Digital Assets, allowing for manipulation of their predefined parameters