Description Stated Goal My goal is to create a procedural framework that efficiently populates landscapes with assets based on terrain characteristics, allowing for easy customization and fast iteration. This framework will seamlessly integrate features from both Houdini and Unreal, while maintaining a high level of realism. Background Through a conversation with a mentor over the […]
Author: Henry Foley
OpenGL Particle System
Background The OpenGL Particle System was created as a final project for my Intermediate Graphics Programming course. It was developed by Yuuki Endo, Issac Lovy and myself over the course of two weeks. I was primarily responsible for implementing the skybox and translation of visual scripting to GLSL. Work on the primary shader files was […]
Riptide – Production
This is the culmination of all the production work I completed whilst developing Riptide. I held two primary production roles as Co-Project Lead and Art Lead along with some minor production responsibilities as the teams Technical Artist. Art Lead Creation of the Art Style The creation of the art style of Riptide was a combined […]
Riptide – Technical Art
A collection of some of the Technical Art tools/shaders/etc… that I created whilst working on Riptide. This is not all of my work on the game, but rather a collection of mini-projects that I felt were worth showcasing. Houdini Asteroid Generation Procedurally generated asteroid meshes with automatic in-engine material application and collision, along with Nanite […]
Here is the personal demo reel I created as part of the Champlain College Game Studio Senior Show. It is a showcase of some of my Technical Art work. The first two independent projects showcase my knowledge of Houdini, Unreal Engine, Shaders, and Python scripting. The second half showcases some of my procedural modelling and […]
Description Goal The goal of this project is to generate the shortest possible path between two points on a generated landscape. This would allow for fast and dynamic road generation that would follow the terrain. Algorithm Result Challenges Data Structures Originally my goal was to implement the A* Algorithm in Houdini from scratch. One of […]
Unreal – Auto Prefix Tool
About This tools allow artists to easily organize their Unreal projects content folders using per-object type prefixes. It supports nearly all object types in vanilla Unreal Engine 5. This tools logic builds off the Maya Prefix/Suffix tool I created, but uses an entirely different API to integrate the logic with the engine. Learning This was […]
Maya – Prefix/Suffix Tool
About This tool was made for artists who want to make their Maya projects more organized. It works by detecting the objects within the scene and assigning a prefix from a JSON file. Users are also able to assign custom prefixes and suffixes using the textfield at the bottom. All prefixes and suffixes are able […]
Songs of Sugar – Tech Art
Intro In this blog post I will be covering all the Tech Art contributions I made towards Songs of Sugar, an Abertay University Game Project. A link to the blog post about the game can be found below. Gerstner Waves – Unity Shader Graph The waves were created using The Gerstner Wave Function in Unity’s […]
Songs of Sugar
Check out the full Itch.io page for the game here Background Songs of Sugar was the project that I worked on whilst studying abroad at Abertay University in Dundee, Scotland. The game was made in part with the Living Histories of Sugar project that aims to recast the way we think about, understand and live […]