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