Cuban Missile Crisis Animation
This is part 1 of a series of animations belonging to an interactive museum installation. The client provided the assets, and I animated everything inside the Unity Engine.
ROLE
Unity timeline animator CLIENT Shoutrlabs |
PLATFORM
Interactive Media Station TOOLS Unity, Adobe Illustrator |
Parking Jam Instagram Filter
I worked with the marketing department to create an Instagram filter for Popcore. It was designed from the ground up to allow fans of the Parking Jam game to engage with one of the main characters.
I programmed the filter using Spark AR's node based application to create the interactivity with the user's eyes, eyebrows, mouth and head position. I also updated other existing filters, and took snapshots of the games from custom views inside the game engine for use by the social media department on TikTok and Instagram. Link to filter (please view on a mobile device): https://www.instagram.com/ar/664025621277614
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Game Ad Videos
I worked with the motion design team to ideated and produce ads for the following games: Parking Jam, Pull the Pin and Tap Away. The work involved recording in-engine footage of the games inside of Unity and later adding effects and animations using After Effects and Premiere. Some videos also required adding special shaders or creating additional assets and graphics using Figma and Blender. The videos were rendered to different sizes and lengths to fit the requirements of each platform.
I also supported the Motion Design team with Unity specific tasks like creating temporary modifications to the game, as well as designing and running workshops and documentation to improve the speed and workflow of the team.
I also supported the Motion Design team with Unity specific tasks like creating temporary modifications to the game, as well as designing and running workshops and documentation to improve the speed and workflow of the team.
ROLE
Unity Motion Designer CLIENT Popcore |
PLATFORMS
Marketing videos for In-game Ads and social media platforms TOOLS Unity, After Effects, Blender, Illustrator |
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Hololens Application UX/UI
Concept and design of the UI Styleguide, as well as implemented the interactions in Unity for an augmented reality application called ARTAGIS while working at Meshicon.
Tasks included researching and creating user interface assets for the Hololens 1 and 2, and integrating the designs into the Unity game engine using the MRTK framework, as well as doing a first round of user testing on site.
End products included research documentation on designing for AR glasses, UI design guidelines, final UI assets and the UI app integration.
Project Link: ARTAGIS
Tasks included researching and creating user interface assets for the Hololens 1 and 2, and integrating the designs into the Unity game engine using the MRTK framework, as well as doing a first round of user testing on site.
End products included research documentation on designing for AR glasses, UI design guidelines, final UI assets and the UI app integration.
Project Link: ARTAGIS
ROLE
UX/UI Designer & Developer CLIENT Meshicon GmbH |
PLATFORMS
Hololens and Hololens 2 TOOLS Unity, Photoshop, Adobe XD, Mixed Reality Toolkit |
Augmented Reality Application mimemeAR
mimemeAR, an augmented reality app co-created with two fashion designers, wins second place in the 1st Fashion Fusion competition organized by Telekom Germany.
"The Emperor’s New Clothes for the selfie generation." Using the inbuilt camera of AR enabled devices, it is possible to visualize different clothing designs and 3D accesories on top of clothing marked with special symbols, such as the white print on the model's t-shirt in the picture on the left. This allows trying on clothes that only exist digitally, or play around with costumes and avatars– like a snapchat filter for fashion. With these kinds of possibilities, our team aims to inspire fashionistas to make new fashion statements, to rework fashion, or explore being someone- or something-else. Related articles: This project was built with Unity3D and we have released a simplified version of the code and asset files on github. |
ROLE
Team lead, core concept, 3D texturing and optimization, application programming and builds. CLIENT Personal Project, supported by IXDS (now pwc), Telekom, Zeiss, Merz b. Schwanen, and Alpha Industries |
PLATFORMS
Android, iOS and MacOS TOOLS Unity, Photoshop, Vuforia plugin |
(Archive) Animations for games and installations prior to 2011
A summary of previous animation work.
Galaxy Racers Nintendo DS Intro Cut Scene
Animated in Cinema 4D.