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Crota Intro

I worked with envrionment artist and other FX artists on the overall set piece design for this boss intro

 

I was responsible for:

- modeling the destruction

- animation

- scripting

 

 


Airfield Tower Destruction

I worked on creating the destruction background setpiece in a Destiny 2 mission. I worked closely with VFX artists who provided additional destruction fx (smoke, explosions)

 

I was responsible for:

- modeling destruction

- tower collapse simulation (ncloth/animation)


 

 


Mars Mission Setpiece

I worked on the Mars Black Garden Key retrieval setpiece in Destiny 1. It was a challenging setpiece because I had to employ softbody sims to handle the cable destruction and keyframe all the blocks transforming.

 

I was responsible for:

- animation

- modeling

- shader fx

- rigging

- softbody simulation (cables) using N-hair


 

 


Destiny 2: Mission "Towerfall" Intro Setpiece

I worked with mission designer on creating the iconic tower destruction setpiece in Destiny 2. We iterated on the overall experience by adjusting timing as well as the position of ships to best frame the experience from a game time perspective.

 

I was responsible for:

- feet placement

- flyby animations

- smoke trail VFX

- setpiece ship bombardment

- in game setup

- rigging (missile animation)

- vfx

- shader FX (Zavala's shield)

- overall experience tuning

 

 


Destiny 2: Injection Rig Public Event

I worked with public event designer, modeler, fx artist on creating the Destiny 2 Injection Rig public event. It was a challenging event to work on because we had to create multiple states for a very complicated machinery that can also traverse in the game space. The event also has multiple endings so we had to create a machine that can support the multiple states (including destruction state) by using the same game rig. On top of that, I had to work with designer to create area of denial attacks and weakpoints on the game rig and tune it to give players an interesting challenge.

 

I was responsible for:

- rigging

- animation

- minor VFX

- scripting

- overall animation/rigging/performance planning

 

 


Destiny 2: Forsaken "Last Wish" Raid Mechanics

I worked closely with designer on designing and implementing some of the raid mechanics in the Destiny 2: Forsaken "Last Wish" raid. We had a very organic process where design would leverage my expertise in animation, vfx, and in game setup to accomplish a set of complicated goals for players to achieve. I helped design the trapping mechanic as well as designing the hovering plates' behaviors and logic.

 

I was responsible for:

- vfx

- modeling

- animation

- logic setup

- scripting

 

 


Destiny 2: Forsaken Scourage Of The Past" Raid Mechanics

I with designer on creating some of the memorable moments and mechanics of the SOTP raid. I designed the look and feel as well as the animation of some of the fallen interactive props by going with the Fallen art/design style. Designer and I worked together to create and implement the polarity buble system where players of different poles can harm each other when they are close to each other. I also created the boss harness object that houses the final boss of the raid from starting to finishing complete with destruction states and in game rigging.

 

I was responsible for:

- vfx

- modeling

- animation

- logic setup

- scripting

- game mechanic RND