R&D Reel
I regularly undertake personal research and development projects to explore emerging technologies and stay up-to-date with new tools. These highlights draw from my participation in hackathons, long-term research projects, and rapid creative experiments outside of my typical work responsibilities.
:01: Virtual Camera Tracking and Realtime XR Compositing
This clip shows an early mixed reality compositing pipeline with a live-tracked motion camera. I prototyped this approach in 2018 using TiltBrush, the HTC Vive, a Vive tracker mounted to a DSLR camera, and a green screen. I later integrated this workflow into Unity and taught my students how to record mixed reality trailers of their games developed in class.
:09: ThoughtWorks Volumetric Capture Experiment
After being accepted to the ThoughtWorks Arts Volumetric Capture Symposium in 2019, I partnered with dancers and artists for an afternoon of R&D to create a proof of concept for a glitchy, experimental virtual performance. Responsible for depth camera configuration, chroma key, Unity development, Scatter and Depth Kit configuration, and environment design.
0:22: Guerilla Photogrammetry: Tortoise
I have an ongoing personal project based in “guerilla photogrammetry,” a rapid, run-and-gun 3D digitization approach. My goal is to democratize preservation by establishing a social toolkit for low-cost community 3D scanning. This scan features Mommy, a critically-endangered Galapogos tortoise who made headlines when her first healthy clutch hatched at the age of 99.
0:28: Dreadnoughtus VR
My Master’s thesis film was a year-long intensive study into immersive media design and virtual paleoart. I helped a team of students and researchers scan the fossils of Dreadnoughtus schranii, a massive titanosaur, and referenced ongoing biomechanics research to complete a musculoskeletal reconstruction. After sculpting the dinosaur’s fascia and simulating the muscles, I animated an accurate walk cycle and led a team of artists to produce a short documentary about its discovery. The stereoscopic renders were stitched manually and presented in both VR and a fulldome formats.
0:58: StudyVR for MIT Hackathon
In 2016, I co-founded Drexel’s Virtual Reality club, and our group of founding officers attended the first “Reality Virtually” Hackathon at the MIT Media Lab. We produced a learning experience that used a kinesthetic interface to illustrate barometric and aquatic pressure systems through gestural inputs and portal-style environment transitions. This project was recognized as the first place winner in the “Human Wellbeing” category.
1:06: Fossil Hunter Game: Vibe Coding
I have recently been experimenting with AI-assisted development using Claude and Cursor to produce mobile-responsive web games with Three.JS. This proof-of-tech for a fossil-hunting game was assembled in about three hours, and integrates 3D scans, gesture inputs, and procedural object placement with a three-stage level generation system.
1:13: Game Dev Improv: Live Cutscene Sequencing
I participated in a digital careers outreach event for Philadelphia Design Week and spent an afternoon live-mixing royalty free models, HDRIs, and motion capture clips while ~300 high school students shared the role of art director. This short clip shares on particularly chaotic scene: during a hot pink sunset, an airplane takes off to flee the wrath of a dragon, and a ninja grows to the height of a skyscraper to kick an asteroid into the airplane, causing an explosion. It was a fun way to introduce Unreal Engine and practice my speed with blueprints and cinematic sequencing.
1:18: Augmented Reality Experiments
I have produced work in many different AR platforms: Unity, Unreal, Snap Studio, Meta Spark, 8th Wall, and React with Babylon/A-Frame. I always begin with personal experiments, like this witch’s hat and animated turntable library, before bringing new tech into the workplace.
1:22: AI Markerless Mocap for Immersive Spaces
I have recently been evaluating the capabilities of webcam-based markerless motion capture systems and comparing them to more traditional depth sensors and lidar scanners to assess if they have a place in immersive exhibit design. This test involves piping camera mocap data from DollarsMono to Unreal Engine with an OSC protocol on a local server, and using that data to control the hands of a metahuman. It works beautifully for single-person experiences, with high fidelity recognition of hand and facial gestures, but breaks down when there is a crowd.
Production Lead Reel
My work at Night Kitchen spans the full production pipeline, and I collaborate closely with interdisciplinary teams, taking on different roles depending on each project’s creative and technical needs.
0:36: Immersive Architecture Visualization for The College of Physicians
Responsible for concept design, technical direction, storyboarding, projection mapping, and project management.
0:36: Video Editing for The African American Veterans Monument
Responsible for direction and project management.
0:49: Video Production & Editing for Naper Settlement
Responsible for direction, camera operation, sound production, media licensing, and color grading.
1:00: 3D Multiplayer Touchtable Game for The New Bedford Whaling Museum
Responsible for game design, prototyping and beta testing, scriptwriting, 3D modelling, shader design, Unity animation, and cut scene sequencing.
1:04: Holographic 3D Touchscreen for The Bruce Museum
Responsible for art direction and technical direction, surfacing, compositing, and transparent LED lightbox / BrightSign integration.
1:07: Immersive Dome Videos for The Chesapeake Bay Maritime Museum
Responsible for 360-degree videography, tracking, editing, compositing, UX design, and GeoDome integration.
1:02: Seek-and-find Touchscreen Activity for Lancaster General Health
Responsible for hardware integration and production management.
1:17: Animated Oral Histories for FiVetREP
Responsible for oral history production coordination.
1:26: Video Production for Unvarnished
Responsible for direction, camera operation, and production management.
1:34: Mobile Game Production for Smithsonian National Air and Space Museum
Responsible for production management.
1:39: Augmented Reality App for The New Bedford Whaling Museum
Responsible for digital strategy, concept design, creative and technical direction, production management, and installation consulting.
1:45: Touchscreens and In-Gallery Game for The National Aquarium
Responsible for digital strategy, concept design, interactive game design, paper prototyping and beta testing, creative and technical direction, production management, and installation consulting.
2:30: Immersive Dome Animation for Camden Shipyard & Maritime Museum
Responsible for digital strategy and dome theater installation.
3:07: Augmented Reality Application for The Philadelphia Museum of Art
Responsible for concept design, technical direction, immersive photography, research and development, and project management.
3:20: Augmented Reality Application for The Free Library of Philadelphia
Responsible for production management, Unity prototyping, technical direction, and user testing.
3:39: Augmented Reality Application for Whitesbog Farm and Village
Responsible for concept design, production management, technical direction, beta testing, and evaluation.
CG Generalist Reel
My background includes hands-on training in modeling, lighting, and animation. This reel highlights early work from across the CG pipeline.
0:01: At The Mountains of Madness, Senior Project
Responsible for production management, 3D modeling, texturing, material design, and compositing.
0:26: Pancakes and Syrup, Independent Study
Responsible for 3D modeling, texturing, surfacing, lighting, animation, rendering, and compositing.
0:32: Tiger Lily Creek, Independent Study
Responsible for 3D modeling, texturing, surfacing, lighting, animation, rendering, and compositing.
0:44: Dragonborn, Independent Study
Responsible for matte painting and compositing.
0:48: Sailing, Independent Study
Responsible for 3D modeling, texturing, surfacing, lighting, animation, rendering, and compositing.
0:52: Bluefeet, Independent Study
Responsible for all assets.
0:56: Lightning Strike, Independent Study
Responsible for all assets.
