Technical Art

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Featured Projects

10 projects

Houdini VAT VFX Procedural Real-Time Unreal Engine

Vertex Animation Texture Pipeline — Houdini to Engine

Built a complete VAT workflow in Houdini for real-time fluid simulation playback. Created procedural fluid systems, baked animation data to textures, and implemented engine-ready shaders for performance-optimized VFX.

Spite: Catharsis VFX & Tools
VFX Houdini Tools HLSL Shaders Team Project

Spite: Catharsis — Pipeline Tools & HLSL Shaders

Developed Maya Python tools for pipeline automation, built Houdini procedural systems, and wrote custom HLSL shaders for stylized visual effects. Collaborated with a 14-person action RPG team to empower artists and streamline production workflows.

Cat Jam Animation Systems
Animation Unreal Engine Team Project

Cat Jam — Animation Systems & State Machines

Implemented blend spaces and animation state machines in Unreal Engine for responsive character movement. Focused on smooth transitions and gameplay feel for a team production.

Harmonies Ascendent HLSL Shaders
HLSL Unity Shaders Team Project

Harmonies Ascendent — HLSL Unity Shaders

Wrote custom HLSL shaders in Unity for visual effects and stylized rendering. Collaborated with a 4-programmer team to deliver rendering solutions for a narrative-driven adventure game.

Environment Art Shaders VFX Procedural Game-Ready

Modular Farming Toolkit — Environment & Water VFX

Created a complete farming environment pack featuring procedural terrain systems, real-time shaders, and interactive props. Optimized for game engines with production-ready workflows.

Houdini Procedural Unreal Engine Tools

Procedural Foliage System — Houdini Tool

Built a Houdini-based vegetation generator producing optimized meshes with baked wind data. Automated Unreal Engine export pipeline for production-ready environment assets.

Procedural Animation & Shader Studies
Houdini Shaders Rigging Rendering

Last Year’s Bones — Procedural Animation Study

Explored procedural animation techniques combining Houdini systems, custom materials, rigging workflows, and atmospheric rendering. Technical art study focusing on mood and motion.

Water Shader
Shaders VFX Real-Time Rendering

Water Shader — Real-Time Surface & Caustics

Developed a custom real-time water shader featuring vertex displacement for waves, screen-space refraction, and projected caustics. Built for production-ready environment rendering pipelines.

Material Study
Substance Designer Procedural Materials Game-Ready

Procedural Material — Substance Designer Workflow

Created a node-based procedural material in Substance Designer for real-time game engines. Focused on scalable workflows, rapid iteration, and production-ready technical art pipelines.

Idle Village
C# Unity Game Systems Tools

Idle Village — C# Game Systems & Tools

Architected a complete Unity game from scratch featuring personality-driven AI, Firebase data persistence, gacha mechanics, and UI frameworks. Demonstrates ability to build production-ready tools alongside technical art work.

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