Prototype Design, UX / UI, and Pitch Visualization
FLV 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.

FLV 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.

I stripped down the model and we printed out sheets veteran pilots could use to iterate their ideas. I assisted pilots on site with more complex visualizations.

I stripped down the model and we printed out sheets veteran pilots could use to iterate their ideas. I assisted pilots on site with more complex visualizations.

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

breakdown of the shader setup in blender - it's two noise generators feeding into a color ramp powering a displacement node- rendered in cycles

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.

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.

Photos from the unveiling event on the first day of CES 2017

Photos from the unveiling event on the first day of CES 2017

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.

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.

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.

I don't have a great full-body photo of the car, so here's a 3D render. Later on I had to retopologize and bake maps to get the model real-time ready to be used at other exhibits in the booth.

I don't have a great full-body photo of the car, so here's a 3D render. Later on I had to retopologize and bake maps to get the model real-time ready to be used at other exhibits in the booth.

A small scale VR experience I designed and modeled with the unity team at Stereolize.

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.

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

Initial build in Zbrush, retopo in 3ds Max, and textured in Substance Painter

This is a prototype we built for a branch of the US military. Don't worry everything shown here is classified : )

This is a prototype we built for a branch of the US military. Don't worry everything shown here is classified : )

I worked as the UX / UI artist translating the broader concepts they wanted to explore into definable logic and interactions. I also did any non-mechanical 3D modeling, in this case formatting the figurines for 3D printing.

I worked as the UX / UI artist translating the broader concepts they wanted to explore into definable logic and interactions. I also did any non-mechanical 3D modeling, in this case formatting the figurines for 3D printing.

New ideas from the client are constantly being introduced, revised, and taken away. I designed our early interface to be very minimal and modular, that way content changes wouldn't require design overhauls.

New ideas from the client are constantly being introduced, revised, and taken away. I designed our early interface to be very minimal and modular, that way content changes wouldn't require design overhauls.

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.

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.

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.

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.

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 design ideas (which look like dystopian toll booths), and some inspiration photos.

A screen grab from my original UX pitch, some of my other design ideas (which look like dystopian toll booths), 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.

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.

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.

Images and videos showing the 2D and 3D work I have done while working at Stereolize. All the interactive programs here were built in Unity.