Interactive Projects

Work-Related Unity Builds

(Click on the thumbnail to launch a Unity Player in another tab…)

Click here to learn how to navigate Demo Scenes:

General Navigation Instructions:

For “First Person” Demos: (i.e. walking demos), use the W, A, S, and D keys or Arrow Keys to move around.  Move your mouse to “look” or “steer”.  In some demo scenes, the Space Bar will allow you to “jump”.  On-screen menus will have more instructions if there are more controls.

For “Flying Camera” Demos:  Click and hold the Right Mouse button to look around.  Use the W, A, S, and D keys to “fly”.  Use the Scroll Wheel to Zoom. On-screen menus will have more instructions if there are more controls.

Cell World

A free mobile app to help people learn about basic cell anatomy and function (responsible for: research and writing, some modeling, scene construction, optimization, materials, etc)

PULS Watch

A test scene for a model of Will-I-Am’s PULS watch. Custom rotation scripting by Rodney Olmos (responsible for: scene assembly, shading, lighting, some model cleanup and UV’s, and optimization)

UOT Tunnel

A proof of concept demo used to sell the Utah Office of Tourism on the idea of vinyl-wrapping a pedestrian tunnel in San Francisco with an image of the Delicate Arch. (responsible for: everything other than concept)

VOID Demo

A visual quality demo done for the VOID.  The layout was defined by their prototype. (responsible for: everything except some of the population models) Gaming GPU required.

Bridge of Sorrows

A 3D interactive recreation of Den Beauvais’ “Bridge of Sorrows” painting. (responsible for: scene construction, lighting, optimization, materials, etc.  Modeling and textures by Den Beauvais)

Shark!

A quick test scene using Unity’s “projectors” for caustics.(responsible for: everything except Den Beauvais’ shark model – and the music)  W A S D + RightMouse navigation

Reluctant Dragon

A prototype scene for an interactive version of The Reluctant Dragon. (responsible for: scene setup, materials, lighting, optimization, etc. Models and textures by Den Beauvais)

Training Demo

A prototype developed to demonstrate what 3D virtual training might look/function like. Custom UI by Rodney Olmos. (responsible for: scene construction, lighting, materials, model cleanup, FX, and optimization)

Experimental Builds / Testing

(Click on the thumbnail to launch a Unity Player in another tab…)

Click here to learn how to navigate Demo Scenes:

General Navigation Instructions:

For “First Person” Demos: (i.e. walking demos), use the W, A, S, and D keys or Arrow Keys to move around.  Move your mouse to “look” or “steer”.  In some demo scenes, the Space Bar will allow you to “jump”.  On-screen menus will have more instructions if there are more controls.

For “Flying Camera” Demos:  Click and hold the Right Mouse button to look around.  Use the W, A, S, and D keys to “fly”.  Use the Scroll Wheel to Zoom. On-screen menus will have more instructions if there are more controls.

Beach Girls

Just an early test of Unity 4, Skyshop, and Dynamics.

Kascha Walk Test

A thrown-together test of Skyshop shaders, Unity scripted dynamics and animated FBX import

Hunter Skyshop

A test of Hunter using the Skyshop Demo scene as a base.

Custom Kascha

A test of Unity 5 PBR Shading, Dynamics, FX, and volumetrics.  Gaming GPU required

Marmoset Viewer Test : Kascha