Role: Animation, Design, R&D
Production: Playstation (SIEA), 2016
Software: Cinema 4D, After Effects
I created and tested stereoscopic VR video content for the Video Services team at SIEA in preparation for the launch of PSVR, working with early, high-level specs for unreleased hardware and the PS4 VR player. The 3D content was built in Cinema 4D and exported as equirectangular renders using a specialized plugin, then composited and polished in After Effects with the Mettle Skybox plugin. I conducted hundreds of render tests across different stereo layouts, resolutions, aspect ratios, and compression workflows to achieve flawless playback and maximum image quality, with all testing performed under strict security on unreleased VR hardware.
Role: Animation
Production: John McNiel Studio/Google, 2019
Software: After Effects
This fast-paced project was completed under a tight deadline ahead of the Pixel 4 launch and involved creating AR Easter Egg videos for six SKUs: three colors across two device sizes. Each video featured unique backgrounds and animations while sharing common assets and branding that required constant iteration to stay perfectly aligned across all versions. The work demanded pixel-perfect precision to match the physical box art. Additional complexity came from integrating 3D renders created by different artists, at different times, and in different software, each with unique render outputs. As a result, the After Effects setups for Pixel 4 and 4 XL had to be built entirely differently, yet ultimately unified to feel like a cohesive family of animations.
Role: Concept/Design, Animation, Modeling, R&D
Production: John McNiel Studio, 2020
Software: Spark AR, Cinema 4D, Photoshop
For Valentine’s Day 2020, I collaborated with the JMS social team to brainstorm Instagram filter concepts, narrowing a dozen ideas down to three. I developed the “dozen roses” concept, quickly learning Spark AR to bring it to life. Using a rose asset from the Cinema 4D content library, I refined it into a full bouquet by resolving normal and texture issues and modeling additional elements as needed. Overall, it was a fast, fun project with a quick learning curve and creative payoff.