Entertainment, Movies & Videogames

Digital Asset Management

For a digital studio, I developed a digital asset management system which was used to track resources on web projects, and lead an offshore development team in China.

The project used model-driven design with round-trip software/UML engineering: changing the UML automatically changed the software classes and vice versa: the design was the software. This kind of visual software design was invaluable in helping to communicate with a software team that was half-way around the earth and did not speak English that well.

 

TV using Drupal

This client runs a website for streaming TV.

When they hit the limits of what they could developed themselves, they called me in to develop the solutions along very strict technical requirements. 

This included

  • switching TV-channels using Ajax,
  • a complicated user management system with main and sub-users;
  • specialized access controls,
  • automatic recognition of terminal-hardware and subsequent automated login,
  • and much more.

Furthermore, I enhanced the same customer’s online-billing system.

Video Game

I helped develop an arcade-like 3D video-game application for a US fortune-200 company, which was featured in various trade shows.

I lead a team of 3D artists, which created a large scale urban city terrain that was integrated into a 3D game engine.

Hunchback of Notre Dame

  • Screen credit
  • I developed a video processing tool (“Videostat”) that allowed printing frames from a video to paper.  These were used as rotoscope examples for analysis by some animators.
  • The tool was developed at the backend of Pocahontas, and thus used only a bit on that movie, but was then used more frequently on Hunchback, so I got a credit for this here.
  • I also animated a couple of smaller crowdscenes in the carnival sequence.

Lilo and Stitch

During Production of Disney's "Lilo and Stitch" I was part of the “Animation Tools” group at the Studio ( based out of California, but I worked out of Florida).  I developed several tools that were used on this movie, as well as various others:

Mulan

  • Screen Credit
  • Software Supervisor for Production Software, Florida Studio (Orlando)
  • Lead a team of several developers
  • Developed Disney’s third instance for a 3D crowd animation system  (“Attila”)
  • This was used to animate all the battle scenes with the hun horses storming down a snowy landscape.  This was a highly interactive program that allowed animators to stage characters and motions.
  • A second derivate was produced that used billboard-animations of hand-drawn animations instead ( texture mapped animations).  This was

Corporate website for game-consoles

Subcontractor for an agency, which developed the site.

  • Drupal 7
  • Feature Based Development
  • This is a huge corporate site with many subsections and looks, and I set up several larger subsections.
  • Site is responsive.  But it has to be able to use Drupal ‘panels.’ I did a test using Adaptive Theme + Panels.  It worked well, but subsequently a custom responsive theme was used.  
  • Selected Modules: Features, Panels, Views, Display Suite
  • Git / Jenkins, Storm Ticket System

Social Media Site for Recycling

The system was integrated through webservices with various outside providers.  

There are also pro-blogs and videos, and professional partner pages, as well as a sub-site called "Scan At School" that encourages school children to recycle, and schools are awarded prizes.

The difference to thinkgreenrewards was that this site also had a lot of social media (blogs, videos), and encouraged kiosk based recycling, whereas thinkgreenreward encouraged street-side pickup. Maybe more deciding, both sides had different internal business units running them.