Eli VanderBilt - AR / VR

September 2017 - December 2017 The Box AR

Contributions: Asset Optimization, Original Animation, Animation Seamlessness, Engine Integration, Workflow Documentation | Engine: SceneKit | Platform: iOS | Programs Used: Maya, Simplygon, Mixamo, Xcode

 

This daily-content AR app was created immediately after the release of ARKit on iOS devices. With such fast turnaround for content proudction, I grew well-acquainted with automating processes by way of Python scripts. When we expanded the project and made use of outsourced talent, I was tasked with documenting our workflow and best practices, in order to avoid common pitfalls of the new AR tech.

October 2016 - November 2016 MR Retail Planogram Showcase

Contributions: Modeling, Texturing, Asset Optimization, Rigging, Animation, Engine Integration | Engine: Unity 5 | Platform: HoloLens | Programs Used: Maya, Simplygon, Photoshop

 

I worked closely with the UX designer on this project. When it came to details like layout, color composition, and animations, the specifics were carefully fine-tuned to make the experience as intuitive as possible. With the design doc for AR still being uncovered, it was very important to understand what works best.

September 2016 MR Automotive Showcase

Contributions: Modeling, Texturing, Asset Optimization, Rigging, Animation, Engine Integration | Engine: Unity 5 | Platform: HoloLens | Programs Used: Maya, Simplygon, Photoshop

 

This project taught me how to work within strict, realtime technical limitations. The car and engine models, for example, were heavily optimized with the help of Simplygon. Similarly, all car and engine textures were atlased into a single material map, with texel density allocated according to what each material type needed.


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