PIPELINE
TOOLS

PIPELINE TOOLS

TECH
ARTIST

Blender Cable Tool *WIP*

Tools: Python

Project Scope: Personal

The Problem: Detailing sci-fi scenes is slow

The Cause: Tedious process


2023

My Solution: A tool that allows the user to draw pre-modeled objects into the scene by placing bezier curves as guide geometry. This tool is still in development but the video above demonstrates an early prototype that converts a bezier curve to a "cable" mesh

Houdini Digital Asset

Houdini Digital Asset

Tools: Side FX Houdini

Project Scope: Personal

The Problem: Low Quality Game Buildings

The Cause: Missing secondary details


2023

My Solution: Identify missing details, modularize the detail, then build a system to procedurally generate a detail asset. The video above shows this done with an air duct.

Houdini Destruction Baker

Tools: Side FX Houdini

Project Scope: Personal

The Problem: Need engaging game levels

The Cause: not interactive/realistic


2023

My Solution: Build a system that takes pre-made game assets, runs them through an RBD physics sim, then bakes the resulting animation to a vertex animation texture for import into Unreal Engine

SHADERS


SHADERS

TECH
ARTIST

Unreal Engine Magic VFX Shader

Tools: Unreal Engine, Houdini

Project Scope: Personal

Goal: Create a material shader for use as a magic spell/ attack VFX


2023

Details: The resulting shader graph consisted of >70 nodes broken into 3 sub-networks(Base Collor, Emissive, Opacity). each subnetwork used slowly evolving noise with controls for tiling size, modulation speed, color, and contrast

Unreal Engine Fire Magic Shader

Unreal Engine Fire Magic Shader

Unreal Engine Fire Magic Shader

Tools: Unreal Engine, Houdini

Project Scope: Personal

Goal: Create material shader for use in a game magic spell / attack


2023

Details: I created an Ambient Occlusion mask in Houdini by fracturing a sphere and masking only the outside faces of each piece. Then in Unreal, I modulated the emission intensity with a sin function driven by (((Time%100)/100)*PI)^2

Details: I created an Ambient Occlusion mask in Houdini by fracturing a sphere and masking only the outside faces of each piece. Then in Unreal, I modulated the emission intensity with a sin function driven by (((Time%100)/100)*PI)^2

HARD
SURFACE

TECH
ARTIST

Blender FNX-45 Game Asset

Tools: Blender, Marmoset Toolbag 4, Keyshot

Project Scope: Personal

Goal: High-quality, game-ready weapon model


2023

after baking the high poly to low poly with marmoset I proceeded to rig the weapon and hand-key a reload animation as an example for a FPS game.


Blender Original Weapon Concept

Tools: Plasticity, Blender, Marmoset Toolbag 4

Project Scope: Personal

Goal: Original projectile weapon design non-functional

2023

**Early concept

Details: Original design concept is based closely on the popular AR-15 platform lower receiver. The design is not made to be mechanically correct as it is intended as a game asset


MISC

MISC.

TECH
ARTIST

Battleship Web App

Tools: JavaScript, HTML

Project Scope: Personal

Challenge: Build an autonomous Battleship game, playable in the browser.

2023

Detail: Part of AppAcademy coding boot camp. Read more about it on my Github or check out a live demo at the links below…

Unreal Engine Environment Art

Tools: Unreal Engine, Quixel Megascans

Project Scope: Personal

2023

Detail: Landscape/environment I built in Unreal engine. The assets are from Quixel Megascans. The master material for the terrain is from the Unreal Engine Marketplace