Six Country Escape is a visual journey through six countries and nine cities, captured through architecture, street life, landscapes, food, and quiet everyday moments. Each photograph reflects the feeling of being there, from historic streets and colorful markets to peaceful courtyards, coastal views, and late-night city scenes. /// Shot…
This project is a real-time WebGPU automotive visualization study built in Unity, focused on material customization, browser delivery, and optimized asset performance. The goal was to create an interactive vehicle experience where users could explore different material looks directly through the web. /// I used Maya to optimize and…
A Project About Nothing is a small real-time Unity study built around a field dog wandering through a desert environment. The goal was to examine the poses, movement, and interaction logic the dog might use while responding to a caretaker. /// The base dog model was purchased by Unity from TurboSquid and provided for this study. I…
This project was a stylized CG animation created as part of a licensed Mega Bloks campaign featuring the Minions universe in collaboration with Mattel and Illumination. The goal was to take the familiar toy aesthetic and push it into a playful cinematic world, where everything feels like it’s built, broken, and rebuilt from actual…
This project was a stylized CG animation inspired by the classic 80s Turtles theme intro, created using Mega Bloks toy-based characters and environments. The goal was to recreate the energy, attitude, and action of the original animated intro while translating it into a cinematic toy-style CG world. The project was developed as part of a…
This project was a stylized CG animation created as part of a licensed Mega Bloks campaign featuring the Halo universe in collaboration with Mattel. The goal was to translate the dramatic tone and scale of Halo 4 into a toy-based cinematic language, where the forms remained true to the Mega Bloks aesthetic while the lighting, staging…
Created for Mega Bloks during their licensed partnership with Blizzard Entertainment, this interactive website brought the world of World of Warcraft into the Mega Bloks universe through a fully immersive digital experience. /// The goal was to create a web destination that captured the fantasy, scale, and storytelling of Azeroth while…
This project is a 7-second cinematic breakdown from a Destiny TVC sequence produced as part of an official Megabloks / Mattel Halo campaign. The animation was created by me directly for the TVC production, working from storyboard direction provided by Bungie and using manufacturing-ready character and vehicle assets supplied by the…
This piece began with something simple and physical, a Megabloks / Mattel Halo ship, animated through stop-motion frame by frame created by stop-motion animators at Mega Bloks / Mattel. It was never perfect. It jittered, it shifted, it breathed in a way digital animation often smooths away. But that imperfection became the soul of the…
This is a personal project: a fully self-built CNC milling machine developed over the course of a year, designed and engineered from the ground up using Fusion 360 for mechanical design, structure, and system planning. The machine was custom-built rather than purchased as a kit, combining mechanical design, electronics integration, and…
This project is a 10-second cinematic TVC created for MagneXt, a magnetic construction toy line developed by Mattel. The concept focuses on a single continuous shot that demonstrates how individual magnetic components assemble themselves into fully formed vehicles, transitioning seamlessly into high-speed action across race tracks…
This project documents my journey biking across Canada, from the Pacific coast to the Atlantic Ocean, covering a total distance of approximately 6,321 km in just 42 days. Averaging between 150–250 km per day, the ride was an intense test of endurance, discipline, and mindset, driven by a personal goal to push physical limits while…
This project was created as a 10-second cinematic TV spot featuring the Halo Scorpion, a canon armored vehicle within the Halo universe reinterpreted through Megabloks / Mattel's physical toy design language. The sequence follows the same structured approach as the Pegasus spot, beginning with official Halo branding and transitioning…
This project was created as a 10-second cinematic TV spot featuring the Halo Pegasus, a canon vehicle within the Halo universe reinterpreted through Megabloks / Mattel's physical toy design language. The sequence begins with original Halo gameplay footage, grounding the viewer in the established universe before transitioning into a…
This project is a mixed reality gameplay prototype developed in Unity, combining physical computing with real-time augmented reality. The experience is built around a physical MEGA Bloks-based environment enhanced with AR tracking using Vuforia, where real-world markers dynamically control and trigger digital gameplay elements. /// Two…
This project is a mixed reality prototype built around a physical Mega Bloks / Mattel rover, combining real-world toy hardware with a Unity-based control and feedback system. I modified the rover with custom steering components, including LEGO parts, and integrated motors, servo steering, LEDs, a piezo buzzer, and Bluetooth communication…
This project is a fully built modular RC-style vehicle system developed entirely using LEGO components, designed to explore physical computing, mechanical engineering, and real-time interactive control through Unity. /// The vehicle was engineered with functional steering and suspension systems built directly into the LEGO structure…
This project is a wearable robotic hand system built using Mega Bloks Micro components as the structural base, combined with embedded electronics and wireless control systems to create a gesture-driven interface. /// The robotic hand is actuated using five servos responsible for finger curling and movement, allowing the physical…
This project explores motion tracking and visual effects integration using real-world footage combined with 3D animation and compositing techniques. The sequence was filmed using an iPhone 7 and used as a base plate for testing distant camera tracking and compositing workflows. /// The footage was tracked using Boujou to reconstruct…
This project is a motion tracking and visual effects experiment set in a real-world cafe environment. The background footage was captured on location in Montreal, and used as a live-action plate for integrating CG character animation into a naturally filmed setting. /// The scene was tracked using Boujou to reconstruct accurate camera…
This project is part of my early professional work, created during my time at a company where I had limited production access and tools. It represents an early exploration into real-time animation workflows using Adobe Flash, built under production constraints that required fast iteration and lightweight asset handling. /// The animation…
Robots in the Warehouse is a real-time warehouse automation demonstration showcasing autonomous mobile robots operating within a modern distribution center. Designed as a technical showcase, the project focuses on building a scalable industrial environment where multiple robots navigate the warehouse using Unity's NavMesh system, avoid…
This project explores high-end product visualization using Unity HDRP, showcasing how real-time rendering can achieve the level of quality traditionally associated with offline rendering. Working from a chair model provided by Unity Technologies, I developed the surrounding environment, authored custom materials, created shaders, and…
This HDRP showcase was created for a Unity workshop I delivered at Boeing, demonstrating the visual fidelity possible with Unity's HDRP water system, volumetric clouds, and atmospheric lighting. The goal was to build a real-time scene that highlighted realistic ocean rendering, dynamic skies, cinematic lighting, and large-scale…
This project was built in Unity HDRP to showcase high-end automotive visualization using path tracing, custom shaders, lighting, and material development. The scene was designed as a rendering-focused demo where the car could be viewed under different lighting conditions, color configurations, material setups, and studio-style…
This flagship HDRP project was one of my first major projects at Unity. Unity provided the skid loader model, while Shadow and Light Studios in Paris developed the materials and shaders specifically for the vehicle. /// My role was to create the surrounding environment, establish the visual direction, and build the complete real-time…
This R&D project explores how a high-fidelity URP car paint shader can be rebuilt as a lightweight custom Unlit shader for performance-sensitive hardware. I recreated the essential visual characteristics of the original Lit material—including base color, baked vertex AO, Fresnel chroma-flare, cubemap reflections, smoothness, metallic…