Virtual reality content is hard to build -- especially when it involves characters. The Limitless VR Creative Environment speeds up development of high quality character-driven VR content, allowing storytellers to focus on building emotional connections with their audience. Characters that look and move great are just the beginning. VR only hits its full potential when it is interactive. The Limitless VR Creative Environment solves the complex problem of building and integrating characters into VR content, and allows them to reflect real-life by responding to voice recognition, gestures, gaze, distance, and other rich VR input.

My Contributions

Although my daily work is often varied it is all focused towards building technology that makes believable characters simple to achieve in virtual reality. Daily tasks include developing systems for streamlining animation, reading gestures, gaze, and voice commands; working on shaders, lighting, and general asset creation to achieve high levels of visual polish; and research and development of new deformation techniques to improve runtime animation fidelity.

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From the Creators of Halo and the company that brought you Call of Duty. In Destiny you are a Guardian of the last city on Earth, able to wield incredible power. Explore the ancient ruins of our solar system, from the red dunes of Mars to the lush jungles of Venus. Defeat Earth’s enemies. Reclaim all that we have lost. Become legend. [1]


My Contributions

As Character Technical Artist I worked on pushing forward the visual quality of the characters in Destiny. This includes tool development to streamline character artist workflows such as automation of secondary animation and creation of hair geometry. In addition, I supported cloth creation as well as worked on complicated cloth setups and provided default settings for different material and garment types. Other work included creating character shaders and vertex animation shaders using a node network system.

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Penned is a 3D action/adventure game that allows the player to use vocabulary words to shape the world around them and the way they play. The game was a 7 month project built on the Vision engine with a team of 23.

In this game you play as Finley, a worker in the Library of Realities who enters books/worlds being ravaged by an evil force known as the Family. In the current vertical slice of this game Finley is the Poe Universe. The Poe world is characterized by an atmosphere of tension with parts of it being slow and frightening and other parts of it being frenzied. The tone can be described as a mixture of the witty, bizarre, creepy, unsettling and weird.

Art style takes inspiration from the coloring style of the art nouveau movement to help create an illustrated look, but one that still has a lot of depth. It should be neither hyper-realistic nor overly cartoon-y. We want the world within each book to feel like living, unique universes, but also remind the player through the art that these worlds are in fact books. Since the game is quasi-education importance is placed on the art capturing the essence of the vocabulary word it represents.

My Contributions

Work was split between management and being the project's technical artist. I ran weekly art meetings, daily scrums, created the style guide, and assigned and scheduled tasks between a team of 8 artists. I also created a module scripting systems to build all major rigs, developed a destruction pipeline, created most major particle effects, and lit main game environments.


Below is a In-Development Gameplay Demo of Penned

Below is the trailer for Penned


Natalie Burke