I created a large number of 3D models and textures under contract for the steam title Mecha Knights: Nightmare and its subsequent DLC, Operation Ascalon. This included weapons, armour, and modular setpieces.
I worked with the House of Commons for several years to develop a 1:1 recreation of Ottawa's downtown core in Unreal Engine. I worked on model and texture development for buildings and environment dressings, custom interactive systems for weather and traffic simulation, as well as extensive work on profiling and optimization.
A fully parametrized texture sysnthesis system for creating background map textures. Uses a custom subdivision tree, graph pathfinding with real-world inspired heuristics, and a sampling system to apply hand-drawn textures according to roof normals and directional lighting.
An interactive exploration of Ottawa's history, using 3D visualization to reconstruct a region's past in real-time
A multiyear worldbuilding project with over one hundred articles, including a detailed 3D worldmap powered by Google's model-viewer framework
A conversion software to generate 3D DEM data from vector based topological maps with missing numerical elevation data. Uses a series of algorithims to reconstruct contour heights based on neighbouring features and vector similarities.