Hello! I’m Kevin.

Wow, a lot has changed recently.
Senior 3D Learning Specialist for NVIDIA.

I work with NVIDIA’s Omniverse team to write, produce, and guide courses and learning content through our pipeline for developers & teams to create engaging experiences for their users using the incredible tools that Omniverse provides.

Background:

My background in 3D visualization and development began during my graphic design studies after discovering Sketch-Up, moved through 3DS Max, and made its way to game engines and software development with many further branches along the way. This path has allowed me to do what I love for clients big and small; projects built to last an hour or reliably run for months at a time.

I help learners by breaking down difficult tasks so they can enjoy creating and exploring without trying to make it on their own. Focusing on the creation of practical use-cases for a topic that I'm teaching means the learner not only explores the core topic, but also identifies how they can implement it into their own work. My experience leading the development team at a small studio with a collection of large clients taught me how to identify the solution and quickly learn how to accomplish a multitude of projects using both tried and true methods, as well as software/hardware at the forefront of the industry.

This has made me a better technical instructor because I taught myself many programs, techniques, and pipelines to get the final project out on time while exceeding expectations. I've sat in the learner's chair and had the same questions and needs. As a lifelong learner, I still have many questions! I care about the end results, so I make the effort to go above and beyond on projects big and small so that, in my current role, the learners who view my courses are best prepared to create their solution to the problem at hand.

Epic Games: Unreal Online Learning

My Learning Paths and Courses

Join us in unpacking and discovering some of the great content in the City Sample project, a large open-world lit by Lumen and rendered with Nanite all in real-time!
This course steps through implementing cinematic cameras, controlling your final image, color grading your scene, using LUTs, and outputting your final image to multiple industry-supported formats.
HoloLens 2 Mixed Reality Production for Unreal Engine. In this 11 course learning path, we provide comprehensive instruction on developing mixed reality experiences for the Microsoft HoloLens 2 using Unreal Engine. Starting from a blank project, we navigate our way through standalone feature-specific courses and take advantage of the Mixed Reality Toolkit to learn and implement many of the skills and features required to build immersive, interactive, and performant experiences in mixed reality.
This wide-ranging learning path consists of 12 courses, each focused on providing comprehensive instruction for developing VR games in Unreal Engine. The courses have been built to illustrate problems commonly faced during production and walk you through how to identify and solve them step-by-step. By the end of the learning path, you will have an immersive, performant darts game with common and unique mechanics thrown in. We've pulled together our industry experts to provide best practices and in-depth instruction to assist you in taking your projects to the next level.
Twinmotion is an easy-to-use real-time visualization tool built on Unreal Engine. In this course, author Kevin Lyle guides users in getting started quickly with Twinmotion 2020 to create stunning visualizations of their architectural designs. By the end of the course, users will be able to use Twinmotion and the ARCHICAD Direct Link confidently and understand the visualization workflow between the two applications, complemented with best practice techniques for data transfer. Topics covered include the ARCHICAD to Twinmotion workflow, defining the project location and orientation, terrain and landscaping, FBX workflows and adding entourage, lighting, exporting notes to BCF, and outputting your project as images, animations, and interactive experiences.
Make your Unreal Engine projects more flexible, general purpose, and reusable using Enumerations in Blueprint! Enumerations are used to give names to integer values. A basic game menu state can be represented as names and programmed as integer numbers, for example (0= main menu, 1 = game, 2 = pause, 3 = game over etc). In this course, author Kevin Lyle gives you a comprehensive look at using Enumerations, starting with the basics and taking you through more complex and useful real-world applications. You will learn how to create a solution to allow the first-person character to interact with static meshes and lighting in a scene and control their reactions based on the value of an Enumeration.
In this course, author Kevin Lyle provides the training you need to create a 3D map and motion controller-based navigation system for architectural models in virtual reality. Kevin draws on his years of practical experience working with AEC clients to guide you through developing a typical client request. Kevin showcases the uses of VR as a design medium to engage an audience in an architectural showcase, and explains how to develop easy-to-use mechanics for end users with typical hardware setups.