As the Sr. Principal VFX Artist at WB Games/Turbine, I created all real-time FX in the compilation reels below. I was fortunate to have the opportunity to work on multiple revolving projects at once. These are three projects below that I can currently share of what I contributed, which ranges from particle simulations to modeling, texturing, rigging and animating, as well as doing the scripting and logic of these in-game FX using proprietary tools. Additionally, I worked closely with the graphic engineers to request custom materials/tools and helped to improve optimization.
*Shot list breakdown can be provided upon request.*
FX is a lot of fun, and I love it. But, it's also invigorating when I have the opportunity to put other skill-sets into practice to help the company and the team. There was a point when we had some major milestones and projects coming up, and our Production Art Director at the time invited me to contribute to his team as a Lead Studio Production Artist. While managing the internal creative services team with costing, task delegation, and cross-disciplinary communication, whenever I was able to jump in to help with Production Art, I did so. 
Below are just a few pieces to share.
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