Zero Days VR
Lead Technical Artist
Scatter | 2016 – 2017
Emmy® award winning VR experience: Zero Days VR
Based on the feature-length documentary Zero Days, directed by Alex Gibney, Zero Days VR adds a new dimension to the original film through an immersive virtual reality experience. This guided, passive VR journey leads users into the hidden world of computer viruses, bringing the complex and invisible realm of cyber warfare to life at a human scale. Work included: Art direction, solving and optimizing technical Issues, modeling, keyframe animation, dynamic animation, texturing, layout, lighting composition, and testing.
Tesseract Narrative Transitions
I supervised the rhythm and speed of the camera animation to control pacing and reduce motion sickness in the VR experience. Working closely with the Technical Director, we also optimized the tesseract system by reducing draw calls through modular geometry and shared materials, ensuring smooth performance across transitions.
Emissive Mask Lighting
I worked closely with the Technical Director to reduce performance bottlenecks by replacing heavy pixel-shaded lighting with an emissive mask system. Geometry is lit directly through controlled emissive patterns, faking lighting while maintaining strong visual depth and real-time VR performance.
Stuxnet Propagation System
I worked on defining the concept for Stuxnet’s spread using a painted masking system combined with a ramp multiplier to control how the effect propagates over time. The painted mask determines where geometry can appear, while the ramp shapes speed, intensity, and progression, allowing the behavior to feel deliberate and controlled rather than organic, reinforcing Stuxnet’s role as a precision cyber weapon.


















