- Wrote custom C++ Light Actor classes to provide Artists with global Light Fixture classes that handle all the needs of our optimization system on the back-end, provides a de-cluttered UI/UX, and allows per-platform properties
- Wrote custom C++ Snapping Actor classes to assist with placing rigid modular elements (ie. walkways and structures) by allowing snapping to defined targets in Unreal
- Wrote custom C++ Snapping Splines base class to allow any derived spline-tool to snap to defined targets in Unreal
- Wrote custom C++ Pipeworks class to quickly create and place complex pipe layouts in Unreal
- Wrote a Maxscripts tool suite to optimize the Art pipeline
- Wrote an assortment of Python-based automation scripts to assist with daily operations
- Created an assortment of Unreal Editor Utility tools to automate and assist with repetitive operations
- Wrote custom Blueprint-callable nodes in C++ to allow additional Editor-based functionality inside of Blueprints
- Created Substance Designer graphs and templates for use with various Art pipeline tasks
- Created an assortment of Unreal Editor Utility tools to automate and assist with repetitive operations to benefit the Environment World-Building teams
- Wrote custom Blueprint-callable nodes in C++ to allow additional Editor-based functionality inside of Blueprints
- Custom Blueprint creation and updates to existing Blueprint systems
- World-building and set-dressing
- Worked on the vertical slice demo and trailer for the Firmament proof of concept
- Worked on the vertical slice proof of concept for Myst VR
- Blocked out gameplay areas within the engine to test pathing and gameplay flow
- Helped develop the visual aesthetic of the heavy machinery in the Kaptar (chain cliffs) world
- Developed the 3D workflow for the creation of the buildings in the Maray (swamp) world.
- Modeled and textured environmental assets and implemented them into Unreal Engine 4
- Rigged and animated hard surface mechanisms and implemented them into Unreal Blueprints
- Used a proprietary level streaming system to place streaming zone regions for the three main game worlds, as well as set the level data within each zone
- Set dressed and lit various gameplay environments
- Worked with Unreal Engine 4’s Blueprints system
- Was responsible for the blockout, modeling, set dressing, and lighting for the Submarine cave area PS4 exclusive content