Jett Lee

Hi, I'm a game developer with experince in netcode, VR and Mocap.

GAMES

CRAWLER

Experience Crushing Co-op Carnage in CRAWLER: A VR Mech Horde Shooter. Currently under development, I am working as the programmer alongside the artist, Charlie Foreman, and the designer, Kane Griffiths.

F.U.R.Y

An asymmetrical VR vs PC game prototype involving tanks and tower defense. Developed over 12 weeks in Unity, I worked in a group of 4 as the programmer to develop all gameplay elements, including a custom VR framework and multiplayer gameplay.

Ad-Hoc

A prototype for a linear VR shooter. Developed over 10 weeks in UE5.2, I worked in a group of 4 as the programmer to develop customizable guns, perceptiove AI with EQS, and physics-driven gun combat.

MOCAP

MACERATION

A short, explorative Mocap sequence. Developed with data captured at AUT, refined in Motion Builder, and developed in Blender using a combination of keyframe animation and Geometry Nodes.

Performance Capture

A short sequence taken from the TV show Back to Life re-enacted by Muna Arbon. The goal was to accuratly perserve the performace into a meta-human double using Faceware Analyzer/Retargeter, Motion Builder, and Maya.

Mocap Integration

The goal of this project was to investigate how a Mocap performance based on a scene from I, Robot could be integrated in a variety of mediums. Using Data captured at AUT, I explored how it could be integrated into a VP shoot and a VR cutscene.

MISC

VR Loading Screen

Loading screens have become ubiquitous with modern gaming. Alongside the artist, Kane Griffiths, I wanted to leverage the interactivity of VR to create a lightweight experince that expands on what a modern loading screen could be.