CG:Skeelogy
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TAG :: OGRE
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     + Starry Starry Night in GCA
     + Starry Starry Night Wins Codeathon!
     + Starry Starry Night
     + Collision Detection Using Hierarchical OBB
     + Steering Using Influence Maps
     + A.I.Fighter
     + Training Neural Networks
     + Hierarchical A* Pathfinding
STARRY STARRY NIGHT IN GCA
Starry Starry Night was showcased in Games Convention Asia (GCA) 2007
DATE
TYPE
EFFORT
Sep 2007
Showcase
-
STARRY STARRY NIGHT WINS CODEATHON!
Starry Starry Night won Codeathon 2007 and will be showcased in Games Convention Asia (GCA) 2007
DATE
TYPE
EFFORT
Sep 2007
Award
-
STARRY STARRY NIGHT
An interactive 3D casual game where you have fun playing with stars while stimulating your brain
DATE
TYPE
EFFORT
Sep 2007
3D Casual Game
Group
COLLISION DETECTION USING HIERARCHICAL OBB
Collision detection using Hierarchical Oriented Bounding Boxes (OBB) to detect which part of a character the bullet has hit
DATE
TYPE
EFFORT
Nov 2006
Collision Detection
Individual
STEERING USING INFLUENCE MAPS
Steering of a game agent using pre-defined influence maps
DATE
TYPE
EFFORT
Nov 2006
Steering
Individual
A.I.FIGHTER
A simple versus-fighting game where the A.I. learns the moves of the human player
DATE
TYPE
EFFORT
Nov 2006
3D Game With A.I.
Group
TRAINING NEURAL NETWORKS
Neural network used to show how decision making of computer agents can be learnt from sample data
DATE
TYPE
EFFORT
Oct 2006
Neural Networks
Individual
HIERARCHICAL A* PATHFINDING
A* search done in a hierarchical manner for pathfinding of computer agents
DATE
TYPE
EFFORT
Oct 2006
Pathfinding
Individual
 
ABOUT ME
Skeel Lee Skeel Lee
skeel@skeelogy.com
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Senior FX TD / R&D
Digital Domain 3.0 (Previously at Sony Pictures Imageworks, MPC, Industrial Light & Magic, Double Negative)
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I am a Senior Technical Director with strong interests in both tech and art. My life evolves round VFX, photography, software engineering, tools programming and generally anything that looks / sounds cool.
I have done a variety of CG programming, including fluid sims, muscles, soft/rigid bodies, raytracing etc. These knowledge complement the visual works that I do as a TD in VFX.
I was interviewed by The Straits Times in May 2014 for my VFX work in X-Men: Days of Future Past.