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Art Breakdown

Procedural Monadnock Breakdown – Optimization

This blog post will break down Optimization section of the Procedural Monadnock project. You will be able to learn how to generate a forest containing hundreds of thousands of trees while maintaining performance. I’ll also talk about the process and some problems I encountered throughout this section of the project. Link to Portfolio Post below. I […]

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Art Breakdown Shaders

Procedural Monadnock Breakdown – Shaders

This blog post will break down the Shaders section of the Procedural Monadnock project. You will be able to see how shaders are able to harness data from the PCG Graph as well as a handful of handy material functions used throughout the project. I’ll also talk about the process and some problems I encountered […]

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Art Breakdown Houdini

Procedural Monadnock Breakdown – Houdini

This blog post will break down the Houdini section of the Procedural Monadnock project. You will be able to see the Pathfinding tools used to carve out the trails and the system used to create ID maps. Link to Portfolio Post here: Trail Pathfinding For this project, I revisited a smaller endeavor from earlier this year, […]

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Art Breakdown Unreal

Procedural Monadnock Breakdown – Unreal PCG

This blog post will break down the Unreal PCG section of the Procedural Monadnock project. You will be able to see the construction of the PCG system used to populate the landscape. I’ll also talk about the process and some problems I encountered throughout this section of the project. Link to Portfolio Post here: Data Asset […]

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Art Breakdown Houdini Portfolio Unreal

Procedural Monadnock

Stated Goal The goal was to create a procedural framework that efficiently populates landscapes with assets based on terrain characteristics, allowing for easy customization and fast iteration. Description This project has three primary parts to it, each of which have their own dedicated breakdowns: 1.) Two PCG systems that populates a landscape based on a […]

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Art Breakdown Houdini Prototypes

Procedural Monadnock – A WIP Unreal/Houdini Project

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 […]

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Art Breakdown Prototypes

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 […]

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General

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 […]

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Art Breakdown Houdini Portfolio Python

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 […]

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General Personal

Senior Show Demo Reel

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 […]