Prototype Design, UX / UI, and Pitch Visualization
A small scale VR experience I designed and modeled with the unity team at Stereolize.
All of the models visible in this image series were built and textured by me.
Initial build in Zbrush, retopo in 3ds Max, and textured in Substance Painter
Stripped down concept models/templates I designed and streamlined the production of. These were used to help veteran and active-duty pilots brainstorm and articulate new ideas for the next generation of US Navy Helicopters.
FVL concept I designed and modeled as part of a project with the US Navy. The focus was on the cockpit and how pilots control the machine. The main body of the craft is deliberately unrealistic to prevent comparisons to upcoming platforms.
Prototype mission planning table for the US Navy. It's powered by a PC paired with the Microsoft Hololens and an RFID reading touch screen table. The engine is Unity 3D.
I worked as the UX / UI artist translating the broader concepts they wanted to explore into definable logic and interactions. Many ideas were tested, so it was important to remain adaptable.
For CES 2017, I had the opportunity to lead the UX / UI design of Corning's electric concept sports car, the Corning1. It was thrilling to work with such a talented team of engineers and programmers to make this project a reality.
Adapting to new variables was very important. Toward the end of production our center console changed from a 16:9 to a 4:3 aspect ratio, and now had to contain functions belonging to the side panels.
Internal wire frames and assets for the car. Mockups needed to do more than dictate the end user experience. These were also used to assign functions to specific pieces of hardware, and then inform communications / hierarchy between said devices.
Here is a 3D render of the car, I had to retopologize and bake maps to get the model real-time ready to be used at other exhibits in the booth.
This was an interactive Unity powered exhibit built to showcase the products of the spinal surgery company, Nuvasive. Here is one of the pitches I visualized.
Showcasing medical procedures required a challenging level of precision. I would draw out diagrams like these for meetings with the client to confirm we understood what they were requesting. Catching misunderstandings here saved a lot of time.
I was responsible for all the 3D content, which meant rigging the skeleton, cleaning their CAD assets for real time use, animating the movement of parts, and working with programming to debug problems.
One of the exhibits at the Corning CES 2017 booth. It records a 3D animated mesh of the user after placing their event badge on the pylon. Afterwards the result is sent to the email linked to the badge.
A screen grab from my original UX pitch, some of my other scrapped 3D sketches (in dark grey), and some inspiration photos.
I didn't design the final interface, where the exhibit wound up with three larger screens instead of two, but it was still very cool to see my original UX and visual concept at CES 2017.
Various 2D / 3D visualizations created for use in client pitch decks. The build time for these was fast. I often did sprints with client services on pitches while fulfilling other roles on larger projects.
a quick website banner mockup
breakdown of the shader setup in blender - it's two noise generators feeding into a color ramp powering a displacement node- rendered in cycles
Concept Art, UX / UI, and 3D modeling I am responsible for creating in industries other than entertainment.