3D Demo Reel

Breakdown:

1. Abandoned Theme Park | All aspects | Maya, Arnold
Final project for Computer Animation II at Brown University.
This is an art directed scene of an abandoned theme park. It was rendered with Arnold, and composited and edited with After Effects. I was responsible for all aspects. For the full video and process, visit here: vimeo.com/270397802

2. Modern Korean Ghost, 처녀귀신 | All aspects | Maya, Arnold
Project for Computer Animation II at Brown University.
The character is the Korean ghost 처녀귀신, common in folklore, reimagined in a modern setting. I was responsible for all aspects, from character design to rigging and animating.

3. Dragon | Modeling & Shading | Maya, Arnold
Modeling and shading project for Computer Animation I at Brown University.

4. Succulents | All aspects | Maya, Arnold
Project for Computer Animation II at Brown University. I was responsible for all aspects.

5. Bedroom | Lighting & Compositing | Maya, Arnold
Project for Computer Animation I at Brown University.
I was responsible for shading, compositing and lighting.

6. Ray Tracer | C++, OpenGL
Project for Computer Graphics at Brown University.
This is a ray tracer render that renders 3D primitives made with OpenGL. The path of each light ray from its light source to a pixel on screen space is calculated recursively. The calculation detects collisions to account for shadows, reflections, and lighting at surfaces where light hits.

First pass - ray-traced without taking shadows or reflections into account
Second pass - effects of shadows and reflections shown on sphere surface
Third pass - textures applied to the sphere primitives

7. Ampli | 3D Graphical Game Engine | C++, OpenGL, Maya
Short gameplay of a final project for 3D Game Engines at Brown University. I collaborated with two other classmates to create a music based graphical game engine, where the graphics updates in time with the beat of the song. I was responsible for building the assets, programming the character and particle generation.

8. Procedural Terrain | C++, OpenGL
Clip from a final project for Computer Graphics at Brown University.
I collaborated with two other classmates to create a procedurally generated terrain with a camera following a semi-randomly generated bezier curve. I was responsible for camera movement and fog generation.