- Location
- Vancouver British Columbia
Need For Speed Announcement Trailer
My latest project has been announced!
I'm a Technical Artist specializing in Special Effects and Dynamics.
The contributions I make to the game are focused on real-time rigid body simulation and particle animation.
I make the fire, water, sparks, tire smoke and gravel kick-up, clouds, fog, steam and mist, lighting effects, car-wrecks, shattering glass, bullet impact ejections, destructible assets and debris - anything that behaves non-uniformly.
For example, when you collide with a stop sign in the game, and it breaks into pieces, I am the person who made the emission of dust and wood debris and splinters, cut those pieces up, defined the mass and friction of each piece, and crafted their collision volumes (how they interact with the road/cars/rest of the world).
I worked directly with the marketing team on the trailer for the helicopter moments, avalanche and explosions, and tumbling police car near the end.
(I had been working on those moments and many more for the past year, they just captured some gameplay to show off some excitement in our experience!)
I wanted to share because announcement day is an exciting time for a development team.
We have a lot of the game crafted, but plenty of work to do to finish it up for a Thanksgiving release.
Any suggestions?
http://www.needforspeed.com/therun
My latest project has been announced!
I'm a Technical Artist specializing in Special Effects and Dynamics.
The contributions I make to the game are focused on real-time rigid body simulation and particle animation.
I make the fire, water, sparks, tire smoke and gravel kick-up, clouds, fog, steam and mist, lighting effects, car-wrecks, shattering glass, bullet impact ejections, destructible assets and debris - anything that behaves non-uniformly.
For example, when you collide with a stop sign in the game, and it breaks into pieces, I am the person who made the emission of dust and wood debris and splinters, cut those pieces up, defined the mass and friction of each piece, and crafted their collision volumes (how they interact with the road/cars/rest of the world).
I worked directly with the marketing team on the trailer for the helicopter moments, avalanche and explosions, and tumbling police car near the end.
(I had been working on those moments and many more for the past year, they just captured some gameplay to show off some excitement in our experience!)
I wanted to share because announcement day is an exciting time for a development team.
We have a lot of the game crafted, but plenty of work to do to finish it up for a Thanksgiving release.
Any suggestions?
http://www.needforspeed.com/therun