How To Train Your Dragon : Flight Academy

How To Train Your Dragon : Flight Academy was a creative partnership with DreamWork's Animation and was produced for Dreamscape's LBE VR platform.

I worked Richard Hamilton and Kate Spencer to develop the concept and look of the project and directly under Walter Parkes who directed as well as Dreamwork's Dragons Team and the Universal Games team to design and create this project. I managed and oversaw completion and implementation of work of both an outsourcing studio and our phenomenal in-house team to make sure the art was up to the rigorous Dreamworks standard as well as being franchise friendly and preformant. I was personally responsible for the level designs, a lot of the blockout and high poly modeling modeling, key art texturing, all of the shader networks, and oversaw set dressing, collision, and overall completion of the project.

The project was created using Unity and released on November 15th, 2019.

Big shoutout to Lead Programmer Daniel Pike and my number one on this project Meghan Wissler, who contributed much more than just art to make the project happen!
https://www.artstation.com/mwissler94

I spent a lot of time developing the cliff shape language and developing a pipeline to texture the rocks to work with the shader I built. The player is flying through the space, so textures had to read from a mile away to 10 feet and still look in world.

I spent a lot of time developing the cliff shape language and developing a pipeline to texture the rocks to work with the shader I built. The player is flying through the space, so textures had to read from a mile away to 10 feet and still look in world.

In game capture

In game capture

In game capture

In game capture