Lighting and Cinematics
I began experimenting with and learning more about realtime lighting shortly after I started work at the University. I've since assisted numerous students with lighting in their own environments and as time has gone on, have incorporated a broader range of cinematic principles.
A technical test to see how well a traditional action cinematic could be adapted to only use charcter POVs and a basic, unchanging lighting setup. I was responsible for cuts, pacing and partial lighting.
Asset generation from physical media
An important element of my work at the University, is on the creation of game assets from real world objects and data.
This was originally focused on motion capture but has since moved into close range photogrammetry and laser scanning. My general approach has been to incorporate these into traditional pipelines of modeling and texture painting, encouraging students to build on a strong fundamental skillet.