FALL FROM GRACE

Led VFX development and built speculative fiction hard-surface assets for the VR thesis Fall From Grace, translating themes of memory and loss into motion capture-driven, parameterized real-time effects. Drove visual fidelity from ideation through performance capture to final Unity implementation.

 
 

VFX

This was my first time doing real-time VFX. I used Keijiro Takahashi’s demo projects as a starting point and iterated from there. I will always be grateful for the generosity and wealth of knowledge offered by Takahashi-san.

HARD SURFACE DESIGN AND SURFACING