GI Joe Rise of Cobra
Responsible for rough and final layout of hangars for three sequences in the movie.
Built all environment assets from concept through modelling and texturing.
Built four military crowd agents in Massive with support for dynamic rag doll behavior.
- Built an agent library of military character and vehicles
- Crowd RBD dynamics for explosion shots
- Modelling and texturing additional assets for "Pit" and "Hangar" sequences
- Realflow fluid simulation for underwater shots
- Shader writing for Massive in RSL.