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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.

A Stream of Whimsy.mp4


Edge detection

Edge detection

Cell shading and shadow/hightlight toning

Cell shading and shadow/hightlight toning

Fog blending and other depth based effects

Fog blending and other depth based effects

image.png

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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 bag model with vellum

Modular animated waves with voronoi noise

Modular animated waves with voronoi noise

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Cartoony Water Surface Shader

Developed in Unity using Shadergraph for *Ocean Adventures.*

Cartooney Water Shader Demo 2 - 6 secs.gif

Cartooney Water Shader Demo 1 - 6 secs.gif

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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.

Follow Look At Demo 6 Secs.gif


UI

UI

Control rig blueprint

Control rig blueprint

Code

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.

PAoF Demo 30 secs.gif

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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.

image.png

image.png

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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.

Curve Shader Demo - 6 secs.gif

POP! - Game over and replay 6 secs.gif

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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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