Mesh Object Encoder
A utility I created to enable proceedural regeneration of the meshes within 3D environments, such as ones built in Unreal Engine, as part of an effort to establish a remote and collaborative compositing pipeline encapsulated in virutal reality. Written in C++ as an extension for Autodesk Maya, it serializes the vertices, UVs, and textures of selected mesh objects in a scene for export.
C++
Maya SDK
Unreal Engine
RealtimeMeshComponent
Remote Editorial
In response to the COVID-19 pandemic, I created this to facilitate post-production editorial adhering to work-from-home quarantining policies; delivered to clients at Moviola Post. Lets you create private rooms to feature a live hi-res stream of the editor's viewport and the webcams of participants. Self-hosted TURN/STUN servers and dynamic bitrate ensure stablbility and live syncing to the editor's output for all viewers.
Vue.js
JavaScript
NDI Tools
VDO Ninja
The Path Ahead
The Path Ahead is an interactive 3D/VR experience; a dystopic visualization the themes and symbolism of Octavia Butler's Parable of the Sower, created as an academic collaboratory for USC's Ahmanson Lab. I engineered and designed the player control, physics, proceedurally generated terrain, volumetric particle fog, weather effects, crowd simulation AI, and many other core mechanics.
Unity
C#
ProceeduralToolkit
Agile