After designing levels for Source Engine games,
Creating audio visualisers and programmatic art,
I found my calling with editor tooling and workflow.
Programming, UI, UX.
An extensible platform for asset management and workflow
Timeline Recording and massive Scene reuse
Consistent performance capture integration
2016-2019 - Co-Developer @ Deakin Motion Lab
UI, Pipeline Design, Programming, Documentation
Six-part animated children's TV series
2017 - Unity Coordinator & Pipeline Developer
Programming, Rendering, Layout, On-Set Operator
Interactive visuals for live motion capture performance
2015 - Shaders and Programming
Your spirit animal is by your side at all times,
just imagine what it sees?
Sean M Whelan & Isnod, James Tresise
Melbourne Fringe 2015 - Realtime Visuals
When developing anything my process has always been focused around the end user. I'm thinking about how someone interacts with a system before I'm thinking about how the system itself operates. Once something has been planned, then thoughts of implementation and optimisation can properly begin.
Often through designing or implementing UI and UX you discover flaws or untapped benefits with what you're ultimately building.
The above list describes the features I interact with most - but I am a generalist, so I find myself working with the entire engine, from lighting and world building, to deep diving into Unity source to extend internal functionality.
I have a love of 3D space, whether admiring architecture, visualising camerawork, or doing vector maths.
You will likely find me helping people on the Unity Discord in my spare time.
I have two lovely cats: