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Spider-Man Ride – Particle Effects (Contract)

Role: Contract VFX Artist
Client: Disney Parks
Engine: Unreal Engine 4 (Cascade & Niagara)

This was a short-term contract where I created real-time particle effects for the Spider-Man Adventure ride at Disney Parks. I collaborated with other contractors and Disney team members to develop immersive VFX, including the green connector particle that trails behind Spider-Man during key ride sequences.

Most effects were built using Cascade, with some early experimentation using Niagara, which was still in its early stages at the time.

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Planet Material – Unreal Engine Tutorial

Format: YouTube Video Tutorial
Tool: Unreal Engine (Material Editor)

This is a short tutorial I created to walk through the process of building a stylized planet material in Unreal Engine. The video covers material setup, layering techniques, and how to achieve dynamic surface effects using UV manipulation and simple math-based logic.

The tutorial is designed to be beginner-friendly while still offering insights for intermediate users looking to improve their material workflows in Unreal.

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Spellbreak – Character Rigging (Contract)

Role: Contract Rigger
Studio: Proletariat Inc.
Project: Spellbreak – Battle Royale Game
Scope: Character Rigging for Battle Pass Content

I was brought on as a contract technical artist to rig character assets for Spellbreak, a magic-focused battle royale developed by Proletariat Inc. My primary focus was rigging new characters featured in the game’s Battle Pass content.

This was a temporary contract role where I collaborated with the animation and modeling teams to ensure rigs were game-ready, flexible, and aligned with Spellbreak’s fast-paced, stylized combat system.

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360 Image Capture Tool
Role: Solo Developer
Scope: Tool Development / Unreal Engine Utility

This is a 360 image capture tool I developed for Unreal Engine, designed to streamline the creation of rendered virtual tours. A similar version was implemented in my current role, where it interfaced with a custom virtual tour system—enabling teams to generate high-quality 360 renders at the click of a button.

 

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Personal Project – Unreal Engine

Role: Solo Developer
Scope: Experimental / Independent Work

This was a personal project I developed in my spare time to experiment with new techniques and push my skills further in Unreal Engine. It explores custom systems and visual effects not tied to a specific client or studio pipeline.

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Personal 3D Project

Role: Solo Artist & Developer
Scope: Experimental / Independent Work

This is a personal 3D project I created in my spare time to explore new techniques in modeling, texturing, and rendering. It served as a creative space to experiment outside of production constraints and refine my visual and technical skills.

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