Enemy for UE4 project modeled, rigged, and set up actor for lattice creature game. It features modular parts, as well as use of APEX physics. Also, the color of the steel, cloth, and wires can be changed. (The render is from in-engine UE4)
Prop support for Greece in CoD: Advanced Warfare. For this scene specifically, I helped set up the glass for the tablet and set up the materials for the animated fruit kiosks in the background.
lighting and volumetric fog effects in a level for my Unreal 4 lattice creature project. The city is a constant work in progress, and the farm buildings can be placed and changed by the player.
A prop made for UE4, rendered in mental ray
Specifically for this scene, I modeled the foliage to replace poly-cut versions of the same plants. I spent many hours working on both multiplayer and single player levels while working on PS3/Xbox360, but the tutorial "Atlas" took a relatively heavier amount of work.
One of many fully functional deathmatch maps I set up and lit for Unreal Tournament 3.
Turret AI for Crystal Defense (picture is from UE3 mod version, and not the UDK version, so these are mostly default Ue3 models)
Crystal Defense on UDK
Memory and performance optimization for PS3. This map is Ascend, which I spent a considerable amount of time on.
I had the opportunity to work on the PVS portal system for Burger Town, a map for the second Advanced Warfare DLC.