

About Me
I live in Montreal, where I completed a BEng in Computer Engineering at McGill University. I first began to teach myself 3D art in 2010, and have been programming since 2007.
Contact Info
I recommend using email to contact me for the fastest response.
scottsewell8@gmail.com
(514)-360-6958
Linkedin
Work Experience
2020 – 2023
• Designed and developed the networking and synchronization architecture of the Live Capture package and Unity's Virtual Camera and Face Capture apps for virtual production
• Integrated professional video I/O into the Unity engine and video streaming into the Virtual Camera app
• Added support for open messaging protocols to enable the Unity engine to communicate with external hardware devices and software applications
2019 – 2020
• Used Unity to create medical training applications for HoloLens 1, HoloLens 2, and Oculus Quest
• Was responsible for much of the core framework used by CAE Healthcare AR/VR applications, particularly graphics and UX related aspects
• Developed a high-performance networking solution to transfer simulation data to AR/VR devices
• Worked with clients to complete many projects on aggressive production schedules
Summers of 2017, 2018
• Worked on various AR/VR projects using Unity to target the HoloLens, generally for use with medical simulators
• I had many tasks, including working on UI, graphics shaders and optimization, networking, the core game loop, and experimental features, as well as helping with testing
• Mostly worked on VimedixAR, which went on to win the 2017 Unity Impact Award
• Successfully created a demo HoloLens application within a two-week deadline, and it was well received by the clients
Summers of 2014, 2015, 2016
• Designed, created the assets for, scripted, and tested a multiplayer game for mobile devices using Unity and KinematicSoup’s multiplayer technologies
• Collaborated in the development of a multiplayer server and corresponding Unity client
• Created and conducted tests for Scene Fusion, a Unity editor tool, as well as participating in its development.
May 2014
• Modified 3D game assets to import into Unreal Engine 4 optimally
• Reworked the topology, animations, and textures to achieve better results
May 2012 - May 2013
• Created a full game environment and characters for a prototype 3D mobile web game
• Later worked with a team to build a full version, where I was responsible for character optimization, rigging, and animation
October 2010
• Created an animation for use on the company website
Other Projects
November 2016 - Ongoing
• A project to reconstruct and sumulate a 18th century sailing ship in Unity
• Created a historically accurate and highly detailed 3D model of the ship from original drafting documents.
• Implemented a rigging system able to dynamically simulate ropes and pulleys using the job system and burst compiler in Unity to achieve maximum performance
• Implemented a custom GPU accelerated cloth simulation using DirectCompute to achieve realistic sail physics in real-time


2021
• A Unity package that allows rendering massive animated crowds
• Uses GPU driven culling, sorting, and LOD rendering to achieve high frame rates with hundreds of thousands of instances.

October 2017
• A 3D racing game made in Unity that I originally prototyped during a game jam
• Supports 4 player splitscreen multiplayer
• Has replays that can be saved and shared

January 2017 - April 2017
• A networked multiplayer prototype game created for the 2017 Ubisoft Game Lab competition
• I was responsible for directing the artwork and scripting visual effects and shaders
• Also focused on optimization and bug fixing

2012 - 2014
• A personal project to build a FPS game
• I created the character, weapon, and environment art
• The level is procedurally generated each time the player starts the game, with AI that takes advantage of this for optimal navigation
• Leverages modular assets to randomly generate a level environment when started

December 2015, 2016
• A personal project to create a board game timer for mobile devices using Unity
• Has user and game profiles that store settings
PonyKart
January 2011 - May 2012
• Worked remotely on an open source kart racing game with a team of 20 members from around the world
• Modelled, textured, rigged, and animated characters and karts
• Created a modular character system for NPCs to allow for random variations
3D Software
Unity, Unreal Engine 4, Blender, Maya, ZBrush, Quixel Suite, Substance Painter, Adobe Creative Suite, Gimp, xNormal
Programming Languages
C# C/C++, Python, Java, ARM Assembly, Visual Basic, HTML, JavaScript, GLSL, and HLSL
Other Software
Windows, Linux, Git, GitHub, Visual Studio, Eclipse, Premier, After Effects, Microsoft Office, Audacity