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 […]
Category: Portfolio
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 […]
Background This short game was the final project for one of my Fall 2022 classes, Extended Reality Technology. My partner Nathan Boisvert and I were inspired by Iron Man VR and we decided to make a similar game where the player takes the role of the Norse god Thor. Roles My role involved creating the […]
This project was originally inspired by a GDC Presentation by the developers of Ghost of Tsushima. In this GDC video they discuss how they created the visually stunning grass in Ghost of Tsushima. The presentation directed much my approach to the project. I did my best to recreate the effect they made for the game, […]
This project was a collection of tools created in Houdini for use in Unreal Engine. There are four total tools in this toolset the each serve a different purpose in the racetrack creation. Each one has a link to the breakdown on how they were developed. Track Creator Grandstand Constructor Fence/Barriers/Tire Stacks In this post […]
Manas VFX
In this blog post I’ll be covering the VFX work that I have done while working on Manas, a USC AGP project in Unreal Engine 5. All the VFX was completed in Unreal’s Niagara and/or Cascade systems Wind Ambience This effect was created using the Niagara system. It is the combination of two effects, the […]