Virtual Reality & Augmented Reality Portfolio

Exploring the frontiers of immersive technology through personal experimentation and professional projects in VR and AR environments.

VR Personal Experimentation Project

Unity Development

Building rich, detailed environments with Unity and X toolkit while maintaining performance best practices.

Hardware Setup

Utilizing AMD Ryzen 9 7950X, 128GB RAM, RTX4080, and Meta Quest 3 with 49-inch display.

Hand Finger Tracking

Creative Tools

Leveraging Maya, Adobe suite, Unity, and Substance Painter for complete asset creation pipeline.

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Legs, Hand/Finger Tracking and Environment Tests

VR Development Progress

1

Test 1: Interaction Basics

Successfully implemented hand tracking, gripping mechanics, and headset integration with interactive colliders.

2

Test 2: Full Body Tracking

Environments and rigs tracking correctly with hand gripping and leg movement functioning properly in the VR environment.

3

Rigging for VR

Created specialized IK rig system with VR target following for head and hand tracking with precise position offsets.

VR Test 2 Environments

Created using fractal generator (Mandlebulb 3D) to produce square fractals, then imported into Photoshop as textures to add variety to surfaces and windows.

3D Optimization Across Platforms: My Approach

  • Asset Optimization Techniques: I implement Level of Detail (LOD) systems for efficient rendering across different viewing distances. My process includes strategic texture compression and atlasing to minimize memory usage, thoughtful mesh optimization to reduce polygon counts while preserving visual fidelity, and targeted object decimation using Cinema 4D when appropriate.
  • Shader and Material Efficiency: I meticulously balance visual quality with processing demands when developing shaders, creating versatile materials that can be reused across multiple assets to optimize memory consumption and maintain consistent aesthetics.
  • Performance Testing: Through regular profiling and testing, I identify and eliminate performance bottlenecks before they impact the user experience, ensuring smooth operation even in complex scenes.
  • Advanced Lighting Solutions: I leverage lightmaps and ambient occlusion baking techniques to pre-calculate lighting on static objects, significantly reducing real-time processing requirements while maintaining rich visual environments.
  • Streamlined Asset Pipeline: My workflow incorporates automation for repetitive tasks through custom MEL scripts and maintains meticulous asset organization systems that enhance team efficiency and project scalability.
  • Platform-Specific Optimization: I implement tailored memory management strategies with particular attention to mobile platforms, utilizing techniques like occlusion culling to render only what's necessary in the user's field of view.
  • User Experience Focus: Every optimization decision I make balances technical performance with aesthetic quality, ensuring an immersive experience that meets both visual and functional requirements.
  • Continuous Professional Development: I actively stay current with evolving industry standards, regularly incorporating cutting-edge tools and techniques into my optimization workflows.

Microsoft HoloLens & Department of Defense

R&D Role

Worked in a secretive research and development/advanced prototyping technical artist role at Microsoft.

Elite Team

Part of a small, highly creative team of artists, developers, art director and producer.

DoD Development

Project continued development at scale for the U.S.A. Department of Defense.

Note: Unable to share screenshots of applications due to strict confidentiality agreements.

Microsoft HoloLens Vision Lab - US Department of Defense

My first stint at Microsoft involved a secretive research and development role as a technical artist specializing in advanced prototyping. I collaborated with a small, elite team comprising exceptionally talented artists, developers, a visionary art director, and an accomplished producer.

Our groundbreaking project evolved significantly and was eventually scaled for production. It remains an honor to have contributed to such an innovative initiative that continues its development today for the United States Department of Defense. This successful collaboration ultimately led to my transition from a contracted service provider to a full-time employee at Microsoft.

Technical Toolkit:

  • Autodesk Maya - 3D modeling and animation
  • Adobe Creative Suite - Visual asset creation and refinement
  • Unity Engine - Interactive development and deployment

Due to stringent confidentiality agreements, I am unable to share screenshots or specific details about the applications in development or production.

HoloLens Vision Lab

Ideate

Brainstorming sessions to conceptualize AR applications for various industries.

Design

Creating drawings, previsualization, and detailed UI/UX interactions.

Prototype

Building videos and motion graphics to demonstrate concepts.

Develop

Creating working HoloLens prototypes for airlines, automotive, and medical industries.