3D ASSETS for UNITY, AR, and VR (Asset Creation, Level Building, and basic Scripting (C#))

I come at Unity development from the art side. However, the following projects allowed me to dive into scripting as well. I have way too much respect for what programmers can do, to call my self a programmer. But I am well past the novice level of writing scripts in unity now and look forward to sharpening my cut and paste, er, I mean, scripting skills on future projects.

VRB / SAMSUNG ACCELERATOR

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Company: VRB/Samsung Accelerator, NY.
Year: 2016
Team Size: 3-5
Art: 3D modeling, uv's, light baking, vehicle animations, particle FX
Scripting: basic interaction, spawn points, triggers
Technical: scene maintenance, audio set-up, Oculus trouble shooting, plug-in figur-outing, shader fiddling, mechanim
Description: Happily spent 6 months working on a prototype mobile/social VR world, and testing it on Oculus. Also helped to concept and integrate prototype 3D sets into a 360 Photo sharing app, now out on the Oculus store.


AMPLIFY GAMES

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Company: Amplify Games
Year: 2011-2013
Team Size: Solo
Art: 3D modeling, uv's, light baking
Scripting: Touch navigation, spawn points, triggers
Technical: Bounding meshes, scene maintenance, audio set-up, shader fiddling, mechanim
Description: Early state concept work, in Unity and Maya, for games taht would go on to be developed by larger outside studios, like Schell Games, Preloaded, Zachtronic, Moonbot. The prototypes were touch tablet based, and showcased different perpectives on the game play, look and mechanism.


AMPLIFY LEARNING - QUESTS

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Company: Amplify Learning
Year: 2013
Team Size: 6-7
Art: 2D assets, photo manipulation, particle FX
Scripting: NGUI, animation
Technical: NGUI, Scene maintenance, Audio set-up, script to asset hook-ups, mechanim
Description: 2D Unity project involving paralaxing, and side scrolling 2D photo-montages.


ELYSIUM

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Company: Elysium
Year: 2010
Team Size: 1-2
Art: 3D modeling, uv's, light baking, particle FX
Scripting: None
Technical: Scene maintenance, Audio set-up, shader fiddling
Description: Had the task of recreating an existing 2D game, as a 3D game in Unity. Consisted of one exterior base level, and 4-5 interior sub-levels.


AMPLIFY - STEM GAMES

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Company: Amplify Learning
Year: 2013
Team Size: 2-3
Art: 3D modeling, uv's, light baking, animations
Scripting: UI, triggers
Technical: NGUI, Scene maintenance
Description: As a proof of concept, I was asked to show off a few basic ui/interation events in Unity, as it could relate to altering traits on an organism. We went with a semi-transparent cactus, wearing a hat, which could be filled with fluid.





THe following projects involve ultra pow polygon work done for AR projects over the last several years. YOu have to imagine that some of this was bleeding edge at the time. THe work for Ben and Jerry's was the FIRST markeless AR advertising campaign in history. ARKit was not even a pipe dream at Apple yet.

AMPLIFY

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Amplify Learning / Tom Sawyer Quest. 2012, Low poly 3D assets for interactive AR experience.


CRISS ANGEL - 5 LIVES

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Circ.us. / A&E. 2009, Level design and 3D assets for super low polygon AR game experience.


GETTY MUSEUM

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Pached Realiy. 2009, Hi-res, low poly 3D assets for interactive AR experience.


MOO VISION

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Circ.us. / Ben and Jerry's. 2010, Super low poly 3D assets for interactive AR experience. I believe that this is the first MARKER-LESS AR experience anyone ever created for a mass audience.


CISCO

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Circ.us. / Cisco. 2008, Level design and 3D assets for super low polygon AR promotional marketing game experience.


MIT MEDIA LAB

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MIT Media Lab. / Synthetic Characters Group 2001, 3D Rigging, Animation. Max the rat was an animated 3D Character, appearing through back-projection into a large glass panel, where people could interact with him via an anfra-red piece of cheese.


YOU TUBE LINKS:

Circ.us. / Ben and Jerry's Moo Vision: VIEW LINK

Circ.us. / Criss Angel - 5 Lives: VIEW LINK

Circ.us. / Cisco: VIEW LINK

Patched Reality / Getty Museum: VIEW LINK