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Lead Technical Director for ground-breaking VR events.
Technical Artist

Recent Work

Ben Fox

Epic Unreal Engine Ident

Lead Technical Artist

Unreal Engine 4, Maya, Adobe CC

This project was an amazing opportunity to create the opening logo for Epic Game's Unreal Engine presentation at GDC 2015.

Created to be viewed with the Oculus Rift, many more elements were visble in the full experience


As the lead Technical Artist I was responsible for creating all FX, material and experience elements for this project. 


Key tools used included Dynamic Materials, Cascade particle systems, Matinee & Blueprint driven experience.

Merrell Trailscape VR

Lead Technical Artist

Unreal Engine 4, Maya, Houdini, Python

The bid for this job was terrifying.

Create a realtime experience that allows participants to walk freely around a virtual trailscape and encounter a rockslide that destroys a wooden footbridge, stereoscopic volumetric dust and a time-lapse sequence transitioning from day to night.

For the Oculus DK2, locked at 75 fps.


3D assets from Maya, Zbrush and Houdini were used as the foundation for this build. UE4's advanced materials, Cascade particle systems, foliage tools and creative thinking made it unforgettable.

3D Generalist Reel

Maya, Houdini, Realflow, Python

Originally a 3D animator, I quickly grew my skill-set to a level that has allowed me to take a lead role in many other challenging areas of creating 3D content.


One more skill on display in this reel is the asset publishing system that I built using Python and PyQT allowing artists to easily manage simulations, publish geometry and cameras for each step of the CG process.


My current role is Lead Technical Director of the Digital Content. I am now creating this level of work with Unreal Engine 4

Interstellar VR

Lead Technical Artist

Unreal Engine 4, Maya, Python

I oversaw the creation of over 500 unique 3D assets required to recreate the Voyager space craft for this immersive experience.


Before I was able to lead visual development of this project, I needed to develop Python tools to batch publish fbx assets and automatically create and integrate material ID mattes for 16 different base material types within a single Unreal material.


Once the external 3D assets were in engine,

I lead the look-development, experience build, and created the majority of the Unreal assets.


Marriott VR

Lead Technical Artist

Unreal Engine 4, Maya

This was the first project built using Unreal Engine 4. This piece required accurate photoreal reproduction of one of Marriott's flagship Great Rooms.


I developed a deep understanding of UE4's material system in order to create the rich variety of surfaces needed for this environment. Once the materials were built I needed to match the lighting of the Great Room from photo reference.


Overall, this was a great project to transition from tradition 3D work in Maya to Unreal Engine 4. 


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