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Gris Shader
A post-processing shader developed in Unreal Engine using Material Blueprints and HLSL, inspired by the game Gris by Nomada Studio, as showcased by this small cinematic project.

Edge detection

Cell shading and shadow/hightlight toning

Fog blending and other depth based effects

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It Is Diluted Blood Anyway
A short cinematic made in Houdini. Due for a few polishes.
It is diluted blood anyway.mp4

Modular bag model with vellum

Modular animated waves with voronoi noise
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Cartoony Water Surface Shader
Developed in Unity using Shadergraph for *Ocean Adventures.*


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Follow Look At Control Rig Generator
A tool made for Unreal Engine using C++, Editor Utility and Control Rig Blueprint, which allows generating a control rig that procedurally animates any metahuman, head to spine, as its “eyes” follow a controlled target.


UI

Control rig blueprint

Code
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Procedural Animation of a Fish
While using the Animation Rigging package for Ocean Adventures, I was disappointed by it’s highly rigid results in procedurally animated long aquatic bodies. Hence, I made my own tool using Unity C# for appropriate forward kinematics in a fish. I also designed a workshop to hopefully teach others.

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Runtime Procedural Crystal Generation — Currently In Progress
An active project about procedural crystal generation as both an in-editor Unreal Engine tool and a packaged application feature. It’s current state is developed in Unreal Engine using Procedural Mesh Content plugin, after a long journey of studying and testing Geometry Scripting, PCG and Houdini Digital Asset (HDA) approaches.


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Curve Shader
Coded in HLSL and connected to a Unity C# script that allows changing the x, y curvature parameters. This technique is used in endless runners like *POP!,* to hide the edge of a looping environment, without having to animate mesh properties on CPU.


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<aside> <img src="/icons/heart_pink.svg" alt="/icons/heart_pink.svg" width="40px" /> You’ve reached the end. Thank you for your time!
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