The AV-1 Pro FLIGHT-STICK was designed to eliminate an all-too-common ergonomic problem in the flight-stick peripheral industry. It's the most obvious design element to the flight-stick, it creates the silhouette: the obtuse base of the handle.
This shape is designed to form to what your hand naturally does when you relax it, while not keeping you from being able to add quick and precise inputs to the flight-stick when you're in combat or engaging in a sensitive maneuver.
Other elements of the flight-stick are just as innovative. With Forged Composite Carbon Fiber material being used in the construction of the handle, you know the AV-1 is built with the utmost quality and durability.
With a total of 10 configurable buttons and a changeable tension spring, the AV-1 can be setup for virtually any mission.
Check for availability for the AV-1 in your local electronics shop.
I've worked at Turn 10 Studios (Microsoft) for over 4 years. I've been a Car Artist on Forza Motorsport 6: Apex for Windows 10, Forza Motorsport 6 + DLC, Forza Motorsport 5 + DLC for Xbox One, Forza Horizon 1 & 2 + DLC for Xbox One & Xbox 360, as well as Forza Motorsport 4 DLC and for the Xbox 360.
My accomplishments range from having modeled entire body, race, and rally kits for cars, animating drivers, setting up lighting on the cars (gauges, headlights/taillights), to working on the R&D team for new tech such as procedurally adding dirt, mud, and rain to the cars while the players race. Some of my favorite responsibilities included leading and teaching junior artists on various car setup and polish.
Not only do I enjoy working with a team of great people, but I love Forza. It's a great racing game, and it didn't hurt that I was already a fan of racing before I joined up with the team.
All 3 models seen here have materials created from one base multi-material. I created a multi-material that, when the base baked textures and the geometry is changed, the rendered textures procedurally adapt to the new information; correctly placing wear & tear, material assignments based on IDs, dirt, dust, stickers, etc.
There are also parameters exposed to the end-user so that they may further tweak the materials, such as: scratch amount and scratch height, dirt amount, dirt thickness, and dirt height, sticker switch with amount, random placement, and wear/tear, and many other customizing options such as base material color, glossiness, etc.
Please see the YouTube video for a time-lapse demonstration of how the material looks and works for the end-user.
This project was done so that I could learn methods of procedural material and texture generation using Substance Designer. This trailer was completely textured using Substance Designer, other than the graphics and logos which were created in Photoshop.
During my time at Vancouver Film School, this character was one of my final projects. She's a runner. Delivering hard copies of messages from one place to the other. Trained to be highly skilled in escape; urban obstacle maneuvering, operates just about any type of vehicle from 2 to 16 wheels, to helicopters and airplanes, and an expert marksman.
One of my favorite cars, the Shelby Daytona in a paddock environment. All work created by Alex Jamerson.
The Shelby Daytona GT class sports car was developed by Ford during a heated rivalry between Ford and Ferrari. Ford wanted to beat Ferrari at their own game – sports car racing.
The Shelby Daytona was developed based off of the Shelby Cobra. One of the obvious changes to the car is the body, being one of the first cars to forgo the tear drop design in favor of a Kamm tail, which increased its top speed compared to its sister car the Shelby Cobra. And an added spoiler created down-force to increase stability at high speeds.
The Shelby Daytona subsequently won the FIA World Sports Car Championship over Ferrari. Immediately following its debut win, Ford reassigned personnel from the Shelby Daytona project over to the GT40 project to compete against Ferrari in the Sports Car Prototype championship in Le Mans. With the lessons learned from the successful Shelby Daytona project, Ford went on to win the 24 Hours of Le Mans 4 times in a row with the Ford GT40, proving to Ferrari that they could compete in their arena.