This reel consists of my work from two big AAA games of 2014/2015. The first 90% is from Battlefield: Hardline. The last section is from Call of Duty: Advanced Warfare. For both projects I was responsible for the lighting design and general concept/look of the lighting. In the case of Battlefield, extensive scripting was done throughout the process to achieve many animated lighting setups including the in-game cinematics which are all scripted to run live in-game. That means that all of the camera cuts had to be scripted to account for the various lighting angles/shots/etc. I was principally responsible for the look and budget of the lighting throughout my various levels so I hope you like it. Remember, this runs at anywhere from 30-60 fps in-game in real-time.
This is my compositing reel from my work on Star Trek: Into Darkness while working at Industrial Light and Magic.
This was my last project with DDMG, titled "Ball Unleashed" or the New York Mets. I personally composited the first and the fifth shots in the spot and lead the compositing team for the entire spot doing look-dev, supervision, and support. I was honored to be one of the 4 VES nominees for this particular spot.
This was my first project with DDMG, titled "Heads Up Display" or the New York Mets. I personally composited the first and last shots in the spot and lead the compositing team for the entire spot doing look-dev, supervision, and support.
I worked with Sunrise Studios to deliver this 2 minute promotional video. I supervised the textures, look-dev, character modeling, and performed all of the lighting and compositing myself. This was a major feat to do all of this work on one computer using Render Rocket cloud computing for the difficult, more time consuming shots.