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Möbius Floe

  About the Project Möbius Floe is an immersive virtual reality game designed as a tool to help chronic and acute pain patients lower their pain and anxiety. Patients are immersed in a virtual wintry setting where they hike through snowy paths and trails, experiencing action-packed encounters. They are presented with a world so captivating, and with the help of a head-mounted display and noise-cancelling headphones, they feel as if they’re inside or part of the world itself. The game includes tasks that stimulate the patients’ working memory and keep their attention constantly focused forward, stimulating cognitive and sensory capacities to effectively distract them from short-term pain. I worked on Möbius Floe as my undergraduate honours project. In April 2014, I was selected as one of 6 students to receive the annual SFU FCAT (Faculty of Communication, Art and Technology) Undergraduate Fellowship Award for my research and work for the SFU Pain Studies Lab. For more information about my research, please visit my research blog. Responsibilities Game-design and patient related research Researched about patients’ needs and helped implement game design concepts accordingly Proposed and implemented tutorial segment to allow non-gamer patients to learn about gameplay Game development Contributed extensively to project ideas […]
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Blooming Flowers

About the Project Part of 2 new interactions added along the outdoor path of Möbius Floe phase one. The flower clusters bloom when triggered by the player. Modeled and rigged in Maya. Actual blooming animation done inside Unity project.
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Can’t Even [Preview]

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  About the Project This facial animation project was part of my directed studies in my senior undergraduate year. The animations were created in 3D animation software, Poser Pro. I self-taught and mastered the functionalities of the program by myself in under 2 weeks. The model used for both characters is a pre-made Poser model called Miki 4, with facial features and hair changed. This animation was based off of YouTube video of the same name by Sam Tabor. The reason for choosing this skit was for its comical value as well as the number of different expressions present in the skit that I would be able to recreate. This segment is a preview of the full length skit.
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Conjecture

  About the Project Players enter an immersive mental hospital space to experience what goes on in the minds of people with mental disorders, to understand and empathize with these various individuals. Our goal for this project is to allow players to experience the hidden pains and involuntary moments that these patients go through, as opposed to the 'horror' approach often used by game designers when it comes to games with the mental asylum theme. Our game will act as an educational tool for modern society. Each scene in our environment delivers various events that will depict a certain type of mental disorders. For our project, we have chosen schizophrenia, ADHD, and depression as the three main types of mental disorders to be experienced. Subtle storytelling through players’ interactions with different objects and environments will allow the players to examine the thoughts or motivations behind the actions of the mentally ill, as well as understand the behaviours of specific mental symptoms. In the “Depression Room” example, sad voices and sounds as well as the dimming or desaturation of the room recreates the mood of someone feeling depressed. Responsibilities Concept/Idea | Narrative | Asset Modeling | Scripting & Animation | Photo-manipulation […]
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Sunscreen

  About the Project An animated short/infomercial created for an animation class. The idea behind our story is to promote a safety message, which is to always use sunscreen. Since it is summer time we think that this is an appropriate message which we can present in a fun and interesting way. Visit our project site to view each step of our progress. Responsibilities Concept: Characters | Story | Script 3D Modeling & Texturing: Characters | House | Trees | Fences | Chairs | Sunscreen bottle Animation: Characters | Camera-work & framing | Particles Other: Lighting | Sound design Process & Screencaps Storyboard
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Flu

  About the Project An adaptation of the short story Flu by Stuart Dybek. Responsibilities Pre-production: Screenwriter | Casting | Location Scout Production: Director | Cinematographer | Props & Set Design | Lighting Post-Production: Editor | Sound Design | Sound re-recording | Motion Graphics
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Design Library – Pt 3

About the Project The purpose of this project was to design a library for an existing space in Vancouver. This project challenges our space management and distribution skills, and more importantly our idea generation skills, as we were required to include a number of spaces (such as a library, exhibition space, and auditorium) in a very narrow site. The precedents who inspired our designs include Zaha Hadid and Tadao Ando. Each parts to this project were completed under 1 week. For the final part of this project, we revised our design according to critique and refined the modelling of our 3D space. See Part 1 of this project here. Responsibilities 3D modeling Contributed as a modeler for parts of our 3D building Created shaders and materials for the stairs and glass railings Contributed to the lighting of our 3D scenes Photo-manipulation work on 3D renders Touched-up on flawed areas of renders, such as light leaks in between objects and unintended gaps between objects Textured the walls and floors of our 3D model Contributed to the integration of scale people and miscellaneous features including furniture and lighting Constructed views through the windows from inside the 3D building with location photos Integrated […]
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Design Library – Pt 2

About the Project The purpose of this project was to design a library for an existing space in Vancouver. This project challenges our space management and distribution skills, and more importantly our idea generation skills, as we were required to include a number of spaces (such as a library, exhibition space, and auditorium) in a very narrow site. The precedents who inspired our designs include Zaha Hadid and Tadao Ando. Each parts to this project were completed under 1 week. For the second part of this project, we decided on the final design of our space and, additionally, the exterior facade of our building. We began on the modelling of our space in 3D to provide a better visualization of our design while demonstrating scale. We also integrated objects and people into our space to demonstrate how each segment of our space is used. See Part 1 of this project here. Responsibilities Design ideas Contributed ideas to the design of our space Contributed to the sketching of our design ideas 3D modeling Contributed as a modeler for parts of our 3D building Contributed to the lighting of our 3D scenes Photo-manipulation work on 3D renders Touched-up on flawed areas of renders, […]
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Design Charette

About the Project This project was a two-week intensive design charette that challenges our idea generation skills by strictly limiting our time limit. Teams are tasked to design a public space, over a span of 2 short days, that would replace an existing viaduct area near the Seattle Pike Market. Responsibilities Design ideas Contributed ideas to the design and shaping of our space Contributed ideas to the aesthetics of our design 3D modeling Contributed as a modeler for parts of our 3D building Contributed to the lighting of our 3D scene Photo-manipulation work on 3D renders Touched-up on flawed areas of renders Contributed to the integration of scale people, miscellaneous props such as greenery, and additional lighting Presentation Slides
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Rosenthal Center – Pt 3

About the Project This project was part of a precedent study from a Spatial Design course. The purpose of this three-part precedent study project was to allow us to have a closer look at how a particular architect succeeds in great designs, starting from the basics such as their design processes, to the values they developed that recur throughout their work. For this project, my team studied Zaha Hadid and her renowned Rosenthal Center for the Contemporary Art. To help us get a good grasp of our chosen architect's respective architectural design, we were required to recreate the building in three forms of scale models: a physical card board model, a physical chip board model, and finally a digital 3D model. For the third part of this project, we modelled the Rosenthal Center in 3D to illustrate our understanding on the architecture's spatial flow and how Hadid creates the link between herself as the architect, her architecture, and the users with her strategically mapped out building structure. See Part 2 of this project here. Responsibilities 3D modeling Contributed as a modeler for parts of our 3D building Contributed to the lighting of our 3D scene Photo-manipulation work on 3D renders Touched-up on flawed areas of renders, such as light leaks in between […]
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