Virtual Reality

I created my first VR experience in 2014 using Unreal Engine and Maya. Since then, I have built several unique VR experiences from the ground up, utilizing skills in 3D modeling, UV mapping, and PBR texturing as well as sound design and programming. I am well versed in VR production pipelines using Unreal Engine and Unity along with a myriad of other applications.

This is a 90 second reel of some of the recent virtual reality work I have done.

Pirate Themed VR Design

In this case study, I go over some of the methods and workflows used when designing a demo-sized Virtual Reality experience. From concept design in Photoshop and Sketchup, to modeling, texturing and animating in Maya, to programming and lighting in Unreal Engine.


What began as a design exercise slowly evolved into a major undertaking. A few of my colleagues and I were tasked with taking an existing IP (Intellectual Property) and turn it into a ride that would take the place of a currently existing ride at an existing theme park of our choice.  I chose my all time favorite video game franchise "WipEout" and the "Tomorrowland Speedway" at Walt Disney World in Orlando, FL.

While others were content with showing their work as a powerpoint presentation with still images, I decided to create a "sizzle video" with a fully animated ride experience both during day and night hours.

This video is the culmination of weeks of work, bits and pieces done in between other tasks. I hope you enjoy watching it as much as I enjoyed making it.  I used the song "Wavy Gravy" by SASHA from his album "Airdrawndagger" for the intro. I used "XPander" by SASHA from the "Wip3out Soundtrack". And I also used "Hellion" by Ming_DJ + FS from the "WipEout Pure Soundtrack". These songs are copyrighted by their respectful owners.  There are other credits shown at the end of the video.

I used Tomorrowland Speedway footage from the website "" Published on Youtube 06-05-2013.  I also used The footage from the Intro sequences from the games "WipEout HD" (Playstation 3), "Wip3out (Playstation), and "WipEout 2048" (Playstation Vita). This footage is copyrighted by Sony Computer Entertainment and SCEE Studio Liverpool.   I must give a special thanks to Jan Rükr, who created some amazing WipEout Pure papercraft models that you can find on his website:  I was able to use the pdfs on his website to reverse engineer the ride vehicle models used in the Maya/Vray Animation. I was also able to use the pdfs for texture information for the vehicles and track.  The animation was modeled in SketchUp 8 and Maya 2014 and was rendered using Vray 2.0. 



UPDATE 03-16-2016  I have been working on an UNREAL ENGINE version of “Tomorrowland Wipeout Speedway”, the roller coaster high concept that I developed during down time at work.   Once finished the UE version of the ride will work with the Oculus Rift.

While wearing the headset, VR test pilots will find themselves in the seat of the ride vehicle with the ability to look around as they are propelled forward along the track. Metrics in the game engine clock the top speed of the ride at around 160kph.  I might eventually have a downloadable version of the game engine here on

This video shows some test footage of the Tomorrowland Wipeout Speedway Unreal Engine version running in real time through the Oculus Rift headset.  I was able to match the look of the Maya/Vray daytime render fairly close.  In this early build, the person wearing the headset has the ability to look around, but has no control over the speed of the vehicle.  Eventually I would like to incorporate the interactive aspects of the concept including the power-ups and of course the other three vehicles on the track.