ioFlow Studios

Stunning Art | Beautiful Code

Return to Meras Ir

I decided to upgrade my animating skills in Unreal Engine – particularly with the sequencer – this was the end result…

The Eden Project

My passion project for many years has been working on realtime planetary terrain systems. 
Along the way, I’ve learned some pretty powerful and exotic procedural generation workflows…

AI Metahumans

I’ve been experimenting with realtime AI powered characters using Unreal Engine and Metahumans. 
I’m working towards being able to create VR training that let’s you interact with virtual characters using natural language.

H2 Fly Through

My first project at the University of the Sunshine Coast was to create a flythrough of the yet to be built building that would house the Cave facility I would be creating content for.  After the release of Unreal Engine 5, I upgraded the project to test the capabilities of the (then) new Lumen lighting options in Unreal.

Pathophysiology of the Puerperium

This project taught nursing students about the physiology of the uterus and placenta after birth, and pathophysiological conditions (when things go wrong) a midwife may encounter. 

Cardiovascular Systems

This project taught high school students in the young scholars program about the respiratory and circulatory systems in our body.  

Stereoisomerism

This project was created for the international baccalaureate of chemistry.  It begins with basic orbital chemistry and works its way up to advanced topics such as stereoisomerism, which explains the way in which very subtle differences in special types of molecules can have a huge impact on our bodies.

Configur8

My most recent project at Situ Systems was building a parametric data driven wardrobe generator called Configur8.

Vanity Visualiser

Landscaping

I prototyped systems for procedurally generating landscaping for real estate renders.

Avionics Flythrough

I modelled the avionic panels in this project using a workflow I call “Multires Modelling”.  I start with a low poly base, add detail procedurally using modifiers, use drivers to build presets for multiple levels of detail, then switch between them on the fly with a custom property that controls the drivers. Each level of detail can be exported out as a separate FBX which Unity can switch between easily based on distance using an LOD Group component.

Electro Optical System

My job in this project was to take a high resolution Catia model of an EOS (Electro optical system) and create an optimized XR compatible version of it.

Promotional Video

I play in a band called Detour.  As well as playing lead guitar, I manage all of the filming, editing and publishing of our social media: